I just had an idea, it woke me up, in light of the main story of the game I have been designing in my mind, I suddenly had a setting that has never been done to this degree before. There is the optional discussion on what drives a main story and what drives the side quests, yet what happens when they are related. My good friend and trusted adversary (Dante Alighieri) had given me an idea before, but I never thought it through, this time I did. As such, what if Greed, Gluttony, Violence, Fraud and Treachery are the foundation of the main quest in one side, and the stories are set around these 5 items, yet there are also the other settings, for the artisans, we rely on norse mythology, Alfheim, the bright elves where the skills of pottery (agility are maximised), Jotunheim, the realm of giants where strength is maximised and Hela where the necro spear of Hela is worshipped.
A setting where norse mythology is not copied, but it is the foundation of the three warrior sides, an overlap of Greek, Celtic and Viking lore, to shape each of the three worlds and the three story lines giving a stage where a player has several story lines to follow, but they need to be scripted as main storylines, not side quests to follow from point A to B. Each part of the tory might have up to 5 missions and linked to that one side quest (which opens up another story), in that setting the people will replay the game again and again, optionally at some point merely to see all the stories, but in a stage where we see a larger story behind the 5 stories (partially) emerge. As I see it, in all of RPG history this has not happened, as such any exclusive Sony developer (who can use this freely) we see an optional first in open world RPG. Some will say, but we saw this here, and that part there and they would optionally be right to some degree, but none of the games has ever linked the stories to a larger whole, that would be the new part and that would guide the player to a stage of exploration and subtle pushing in one direction, whilst not demanding the player goes that way, they are optional routes and whether the person does the optional path will lead to one way, the other route to route B to a similar but not the same mission. As far as I can tell, this was never done before and it pushes ‘the story is everything’ to a much larger degree. It is not where we go, it is how we. Get there that fuels the sweetness of porridge, and as such we see an optional third progression, it is a little wing to the makers of the term ‘Would you kindly’, yet it is not a prerequisite. I is a larger stage, like learning to cook, we did it all in Skyrim, but now it becomes essential. You can play Skyrim without ever eating a bite, in this game food is more than a source of energy, it becomes a source of support to strength, agility and/or magic. So having food and the right ingredients will be a much larger part of you, and lets be fair, in what universe did you ever conquer the evil mother-in-law without a bite to eat?
All considerations, all stages that implement a much larger storyline, it is like a collection of stories, like we see in the movies Into the woods, the league of extraordinary gentlemen or even the movie van Helsing (2004), a stage I merely a stage if you call it that, others will refer to it as a podium or a floor of commerce, it is your action that decides how far you can take each in the same space at the same time.