>>3833769 (OP)
>an RPG with true narrative choices
yes, definitely. it's a basic reputation system where if the player becomes a "liar" by choosing deceptive dialogue options, or a "failure" by failing quests that have time limits or survival requirements, then it becomes very easy to modify the story by pruning branches.
you didn't save the shop keeper's son in time, and you didn't even bother to recover the body? he'll hate you and kick you out from your shop. ta-da, narrative choice.
is your character aligned with evil? when the shop keeper kicks you out, you can have the choice of attacking him; then a further choice of forcing him to submit and sell you items at a discount, or to steal from his shop while he's unconscious, or to kill him outright.
of course it's easier to type this than to actually do it, but that depends on-
>without sacrificing the quality of the game
the phrase "skill issue" comes to mind. really, if you can't manage to add a few branches and keep the game at the same quality, you might be an idiot. the above stated example could be done in RPG Maker for fuck sakes, it's literally just a matter of effort/time.
the one case where it actually would be difficult is in making a high quality 3D game because the fidelity of everything "has to" match with things like voice acting, textures, and animations, etc etc... unless you do the smart design work before hand, and make a lot of it modular or easily scripted.
and you know, work within your fucking bounds.
> "the investors want more ray tracing in the graphics!"
> why
> "JUST DO IT!"
> ok here's an image to show the investors
> (the image is identical to the version without raytracing)
i don't care if you're giving me your money or not... don't tell me to add useless graphical shit to my game, non-devs.