Disco Elysium pushed narrative boundaries so far it actually broke the branching story software during development. According to the team, the sheer volume of text they were producing was unprecedented, to the point where the tools simply couldn’t handle it. The creators admitted they were writing so much dialogue and internal monologue that the standard systems struggled to keep up. It’s a testament to how deeply the game dived into storytelling, refusing to cut corners or trim its dense script. Few games attempt that level of complexity in branching narratives, and even fewer succeed as thoroughly as Disco Elysium, making this technical hiccup feel more like a badge of honor than a setback.
Source: pcgamer.com




