"We don't own this place.. but we have an understanding with the people who do!" For any stragglers still out there, the Lancers Reactor is online again.
Branching stories. In these, the player's decisions, or sometimes his skill at overcoming challenges, determines how the plot line branches. The more frequently this occurs, and the more options he has at each branch point, the more material the designer has to create. The story can have multiple endings. The classic example was Wing Commander III, a large-granularity game whose plot lines branched depending on how well you did at the combat missions you flew.
Now that we present video using the game engine rather than filmed actors, dialog is inexpensive to create. If we continue to research things like facial expression animation and body language, we’ll be able to do this kind of thing quite well.