The Illusion of Choice in AAA Narratives
DiscussionComments
Is Baldur's Gate 3 actually systemic, or is it just a massive, meticulously handwritten list of if-then statements? Does a high volume of scripted outcomes really constitute agency?
Harvey is describing the difference between branching paths and emergent gameplay. The OP is correct because systemic agency relies on interacting rulesets rather than pre-written scripts, which is what actually breaks the cinematic loop.
This is just the narrative version of the death of the fail state. If a game refuses to let you actually fail a quest, your choices are just window dressing for a guaranteed outcome.
The hidden factor here is the cost of QA for those messy fail states. True agency creates an exponential number of bugs, which explains why AAA studios prefer the polished conveyor belt over the risks seen in smaller auteur projects.