Prototyping Part 2 - Divergent Paths Opening
Due to using a semi-linear narrative structure, player choice in terms of quest sequence is something I want to make central to the core narrative. Using Stornaway I've created a series of story islands for the narrative that reflect player decisions in terms of quest order they choose. The idea behind this is it will allow players to choose which quests they complete allowing a higher level of player engagement. However, there will be central story quests that players will have to complete linearly so that all players will experience the full narrative.