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Home/ Questions/Q 833003
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T04:26:59+00:00 2026-05-15T04:26:59+00:00

I made already a few simple games: enter a level, get up to the

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I made already a few simple games: enter a level, get up to the end, continue to the next level.
But I’m still wondering how “real” game developers create games with a story.

Here are a few things what a story game has (and where I’m wondering about how they make it) :

  • A sequence of places the player have to visit and do there that, that and that.
  • The first time you see a guy, he says just hello. After a few hours game progress, he gives you a hint to go to a specific place.
  • The first time you walk over a bridge nothing happens, a second time: the bridge falls and you will enter a new location under the bridge.
  • The first time you enter a new location, you will get a lot of information from e.g. villagers, etc. Next time nothing happens

The last points are a bit three times the same.
But, I don’t think they have a save-file with a lot of booleans and integers for holding things like:

  • Player did the first time ….
  • Player enters the tenth time that location
  • Player talked for the ###th time to that person
  • etc

When I talk about story games, I’m thinking to:

  • The Legend of Zelda (all games of the serie)
  • Okami

And this are a few examples of level-in-level-out games:

  • Mario
  • Braid
  • Crayon Physics

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  1. Editorial Team
    Editorial Team
    2026-05-15T04:26:59+00:00Added an answer on May 15, 2026 at 4:26 am

    Normally these games use a collection of flags to govern behaviour of particular characters and set pieces. This works out to be very similar (often directly equivalent) to a finite state machine, which is a slightly more general and powerful approach to the problem.

    • A FSM tracks the “progress” of a particular quest – what switches are thrown, what conversations are held, etc
    • Each NPC has a FSM to track the “information state of that NPC – each state correlates to a particular phase within the NPC’s arc in the game, usually ending in a random-quote state.
    • A saved game could, as one example, track the state of every object in the game universe.

    The important part is to design not only the states but also the transitions so that they are as easy to hook up as possible.

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