Plot without holes
Learning paths through this topic
Find the path on which a dead character still talks
In a story with branches, someone who dies in one scene can show up alive in another, and you only notice when a player takes that exact route. Here is how your AI finds such routes before anyone plays, and what it shows you as evidence.
Merge a joining friend's story progress with the host's world
When a friend joins your world after playing alone, whose story counts? Some things must come from the host, some from the guest, some from whoever got further. Here is how to merge them by clear rules and spot the combinations that make no sense together.
Check that a randomly generated world can still reach every story place
When the land is made fresh for every player, the place the story needs can end up on an island with no boat, or the boat can end up on the far side of the mountain it was meant to help cross. Here is how to detect such worlds before the player does.
Decide fairly whether a stealth run stayed unseen
A story branch rewards the player who was never noticed. But a guard glimpsed the hero for a heartbeat before being silenced, and a scripted scene has the hero spotted on purpose. Here is how your AI separates a failed sneak from a harmless glimpse so the reward feels deserved.
Raise the strength of a story hint only with time really spent stuck
A hint that gets clearer the longer the player is lost helps, but only if the clock counts time spent playing, restarts when they make progress, and does not run while they have gone to make tea. Here is how to measure that and turn it into a step of hint strength.
Work out the fewest playthroughs that visit every path of a branching story
A branching story has a few choices that multiply into more routes than anybody can play to test it. Here is how your AI counts the total routes and finds a short list of playthroughs that together walk every connection at least once, so testing stays small and complete.
Work out how many players will really see each ending
Counting routes says one ending is common, but players do not pick routes, they pick choices, and a deep ending can be extremely rare. Here is the calculation your AI uses to put an honest percentage on every ending before you build the art for it.
Stop a hub conversation from repeating the same lines
Players return to the same person again and again, and either hear the same speech or find an empty menu with no way out. This entry gives the rule for which topics to offer, when to close a topic, and what to show when nothing is left.
Make sure an important radio line is not lost when combat cuts it off
Mid-fight, a more urgent shout interrupts the voice that was explaining where to go next. The game then marks that line as heard, and the player never learns it. Here is how your AI decides when a cut-off line counts as heard, when it must come back, and what to throw away.
Write the player's diary so it never knows more than the player does
A journal that fills itself in is a lovely way to tell a story, until it mentions a name or a place the player has not met yet. Here is how to build entries from what was really discovered, on the day it was discovered, with the right words for the moment.
Give testers a jump-to-scene button that sets the right story state
To test the last level nobody wants to play for an hour, so the team adds a jump button, and the jump lands in a world where the story never happened: characters missing, doors closed, scenes crash. Here is how your AI works out which facts always hold at a scene and which only sometimes.
Find the door a limited key must not be spent on
Keys open doors and are used up, and the way to the final room needs one more than the player may have left. If a key goes into the wrong door early, the story can no longer be finished, and nobody notices for an hour. Here is how your AI finds the first such mistake and the route to it.