>>3772166Been working on a game with a different system and the short answer is: Branching content really, really hard.
You're committing large chunks of your budget to things most players will never see and they will still feel restricted at one point or another. When you are a professional studio with millions on the line it's just a better deal to invest in one good story.
I agree that good vs. evil is too little. My game uses three alignments, not because I think it's much better but because it's the bare minimum and solo devs can't be picky. The alignments are valuing ideals, community or personal desires and can still be mapped to good vs. evil if you try. I simply don't have the ressurces to cover absolutely everything.
What I learned early on is to shift a lot of the choice inside the player character's head: Making the world react is very expensive, making one or two characters react is cheap. You can add a lot of choices that are mostly inconsequential but accumulate at certain breaking points where you put your budget. Often the immediate change is just some different lines or which character gets more screentime, but those set up your payoffs.
An example companion questline:
>young squire, fighter class>believes in chivalric ideals>from a noble family now impoverished and disgraced>on quest to restore honor of the house>during game, meet various asshole/corrupt nobles>ultimately discover that own house was as bad as rumours sayEnding changes based on player's behavior:
>reinforced idealsLearns that honor is within, not the recognition of others. Upgrades to Paladin
>emphasized ordinary people over the elitesFrees themselves of family obligations and pursues personal happiness. Upgrades to Bard.
>player just as corrupt as the restMindbreaks, tries to soothe despair with material wealth. Upgrades to Barbarian.
Repeat that for every companion, have them talk to each other pushing their own values and I hope that makes for a good adventure.