Dev Log #5: Breaking the Rails – Why We Are Moving from Scripts to Situations
Hello, adventurers!
In our previous updates, we’ve discussed the mechanics of "Living Worlds" and how we handle stats to keep the story flowing. But recently, our internal discussions have shifted from mechanics to structure.
To be honest, the debates we had have been... lively. We’ve been wrestling with a fundamental question: How do we use AI to deliver a story that feels truly yours, rather than just a multiple-choice video game?
Today, we want to share a major pivot in how we design Scenarios for Living Echoes.
The Problem with "Railroading"
In traditional RPG design (and especially in computer RPGs), stories often follow a "Railroad." You start at Station A, move to Station B, and finish at Station C. Maybe you can choose the dialogue along the way, but the train is always on the same track.
If you try to jump off the train in a video game, you hit an invisible wall.
We realized that if we just feed our AI a linear script, we are wasting its potential. We would just be building a glorified text adventure with a voice interface.
Enter the Situation-Based Design
Thanks to insights from a new collaborator – a veteran video game writer and TTRPG expert – we decided to flip the script. Literally.
For our upcoming Alpha adventures, we are moving away from linear chains of events. Instead, we are adopting a Location and Situation Based approach.
Here is the difference:
The Old Way (Railroad): "The players meet the Innkeeper. He must give them the map. Then they must go to the cave."
The New Way (Situation): "The Innkeeper has the map, but he is suspicious of strangers. The cave is to the North. The cultists plan to attack the Inn at sundown."
There is no "correct" sequence. You can bribe the Innkeeper. You can steal the map. You can ignore him and track the cultists. You can wait for the attack.
Why This Matters (The AI Advantage)
This is where the Large Language Model shines. In a standard computer RPG, if you try a solution the developers didn't code, the game breaks.
Thanks to its deep situational awareness, the AI in Living Echoes can improvise responses to your strangest ideas faster than even the most experienced Game Masters. Whether it's a spontaneous NPC interaction or a completely unplanned detour, the system builds the world around your choices instantly. This is the 'Holy Grail' of RPGs—the unscripted magic of a tabletop session, powered by digital speed.
The Trade-off: Complexity vs. Quality
We won't lie – this approach raises the bar significantly for creators.
Writing a "Situation" is harder than writing a "Script." You have to design a web of possibilities rather than a straight line. However, we believe the jump in gameplay quality is worth it. It creates a depth of immersion that linear stories simply can't match.
(Note: We will still support traditional, linear adventure writing for those who prefer it, but our flagship scenarios will focus on this dynamic structure).
Early Tests & The "Time" Challenge
We have been running initial tests with this new structure, and the results are promising. The AI fills in the gaps nicely, reacting logically to player creativity that we never could have predicted.
However, it introduces a new engineering challenge: Time.
In a railroad script, time moves when you turn the page. In a living situation, time must be tracked. If the cultists attack at sundown, and you spend three hours arguing with a blacksmith, the AI needs to know that sundown has arrived. Whether you are ready or not.
We are currently refining the logic for this "internal clock" to ensure the world moves forward, even if the players decide to stand still.
We Want Your Thoughts!
This is a bold step away from standard interactive fiction.
Do you prefer a tight, curated story (Railroad) or the messy freedom of a simulation (Situation based approach)?
Does the idea of missing an event because you were "too late" sound frustrating or exciting?
Let us know in the comments. We are building this world for you!