Plot without holes
Learning paths through this topic
Stop a fast dash from skipping past a thin story trigger
A narrow doorway is meant to start the conversation, but a player with a dash, a grapple or a lag spike jumps from one side to the other between two frames, and nothing happens. The story waits for an event that already passed. Here is how your AI tests the whole movement, not just where the player ends up.
Check that a story deadline still leaves days to wander and explore
A story that says "the storm hits in two weeks" can quietly turn an open world into a race, because walking and sleeping eat days nobody counted. Here is how to find out, before release, whether a careful player can still explore.
Decide what the next character knows after the last one died
In a game where dying means starting over as someone new, the world remembers some things and the person does not. Get the split wrong and the new character knows secrets they never learned, or the world forgets a door that was opened.
Make the enemy's death taunt fit how the player actually died
The villain mocks the player for falling into spikes after the player was shot, and repeats the same insult three deaths in a row. Taunts feel written for you only when they fit the cause. Here is how your AI picks the most specific taunt available, falls back sensibly and avoids repeats.
Check that an easier mode does not skip the part that explains the story
On easy, the long gauntlet is cut out so more players reach the end. But the cut section was where the bridge was blown up, and the next scene treats that as known. Here is how your AI replays the story once per difficulty and lists each fact a player on that mode never heard.
Check that every rescue count has exactly one ending text
The final screen changes with how many hostages or survivors the player saved, written as a handful of ranges. One off-by-one and a score of exactly the wrong number shows nothing, or two texts at once. Here is how your AI checks the ranges and names the numbers that fall through.
Count survivors for an ending without miscounting who is in the group
An ending that depends on "most of the group made it" goes wrong at the edges: nine people, an odd number, someone who walked away on their own, or the player not among the living. Here is how to count the right people and compare without rounding mistakes.
Reveal an enemy's name only after the player has really seen it
A boss shows up as a speck behind a window or flickers past a doorway, and the game already fills in its profile page and spoils the twist. Or it stays blank after a long, clear look. Here is how your AI measures a sighting so that glimpses add up slowly and real looks count at once.
Pick the closing slides of a story from the player's style, not raw counts
A closing montage that reflects what the player did is a lovely finish, but a player with five hundred kills and one with fifty should both be called fighters, and a slide must always appear even for someone who barely did anything. Here is how to choose and order the slides.
Check that failing a story test costs something but never traps the player
When a river crossing or a climb can fail, the failure either sends the player back to try again for nothing, or into a corner with no way on. Here is how to check every such moment so that failing leads somewhere, and trying again always has a price.
Decide when fast travel must be refused during a running story
A jump across the map is handy until it carries the player away from the friend they promised to escort, into a place the story has not opened yet, or past a ticking deadline without a word. Here is how to answer yes or no with a reason, and how much time the trip costs.
Choose who appears in the finale when more allies survived than fit
Every ally the player saved should stand beside the hero in the last scene, but the scene only has room for a few, and some come in pairs that must not be split. Here is how your AI picks the cast fairly, fills the gaps without leaving seats empty, and names those who are mentioned instead.