Dr. Alex Morgans stood before the board of Arcadia, the faint hum of anticipation thick in the air. In front of him lay the key to revolutionizing Arcadia’s future—a game unlike any other. A bold gamble, but one that had the potential to redefine what players thought possible. The culmination of years of research, innovation, and a leap into the unknown.
“Beyond Realms,” Alex said with quiet confidence, “is not just another RPG. It’s a world where players write their own stories, and where the AI adapts to every choice made.”
The board members exchanged glances, curious and intrigued.
“Imagine,” Alex continued, “a player begins the game. Their character creation starts like any other RPG—customizing their appearance, choosing from the standard medieval fantasy settings, human race only to keep things grounded. But then, they’re presented with a choice: the traditional class system… or something more. A set of points that can be distributed freely, no fixed paths, no restrictions. The player decides their own strengths and weaknesses—whether to prioritize intelligence or strength, dexterity or charm. But the real magic lies in what happens next.”
He took a deep breath, the excitement in his eyes barely contained.
“The story isn’t written in stone. No predefined quests. No rigid narrative rails. Once they select their stats, players can opt to take a preset background or a Customized Background—perhaps they wish to be born into royalty, a prince or princess, surrounded by court intrigue and political schemes. Maybe they choose a humble beginning, a beggar on the streets, scraping by for survival. Or… they can create something entirely unique. A rogue knight with a mysterious past. A wandering healer with a dark secret. The AI fills in the gaps, generating a world that reacts to them.”
He paused for effect.
“This is not scripted. The AI—our EchoAgents—are capable of generating real-time content, adaptive to player choices. If a player decides to rise from beggar to royalty, the world changes around them. NPCs remember their deeds, cities evolve based on their influence, kingdoms rise and fall depending on alliances they forge—or destroy.”
One of the board members, Mr. Hale, raised a hand. “So… it’s like a choose-your-own-adventure, but with endless outcomes?”
Alex smiled. “Precisely. The player’s actions shape the story. But it’s more than just choosing a path. It’s about building a life. Want to be a wandering adventurer seeking glory and fame? The AI generates dungeons, towns, enemies, and rivalries specific to their choices. Want to play as a prince or princess navigating a royal court? Political intrigue unfolds, with assassins, spies, and potential marriages all dynamically created based on the player’s actions. Even if you decide to become a villain—someone who manipulates and betrays others—the game adapts.”
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The murmurs grew louder, the energy in the room palpable now.
"And it’s not just that. We’re giving players freedom to decide who they are, what they value, and how they approach problems. Combat? Sure, but that’s not all. Diplomacy, economic strategy, crafting—these are as much a part of the experience as swinging a sword. Want to open a merchant's guild and control the economy of the kingdom? Done. Want to be a reclusive wizard, slowly amassing power in secret? The AI spins that tale.”
Another board member, Ms. Lyons, leaned forward, intrigued. “And the AI can handle all this in real time?”
“Yes,” Alex nodded. “The AI is always listening, always learning. Every dialogue option, every decision, influences the world. The player's allies and enemies are not static. They evolve, grow, and remember. Betray an NPC, and it won’t be forgotten. Make alliances, and they’ll pay off—or come back to haunt you. Even the minor choices ripple out. A beggar you gave a coin to in your early days might later become a powerful ally, or an enemy. The world is alive, constantly reacting to what the player does.”
He pulled up a visual presentation, displaying a mock gameplay demo. The board members watched as a player character wandered through a small village. The camera zoomed in on an interaction between the player and an NPC blacksmith.
“See here,” Alex said, pointing to the screen. “The blacksmith is not just a vendor. Depending on the player’s interactions, they might become a close confidant, offer unique crafting materials, or even set off on an adventure with the player. Or, if ignored or mistreated, they might join a rival faction, working against the player behind the scenes. Every NPC has the potential to be more than just a side character.”
He flicked to another screen—this time showing a kingdom map.
“If you decide to pursue leadership, the game will shift. The AI generates events like territorial disputes, trade agreements, even rebellion. And because the AI is dynamic, no two playthroughs will be the same. One player’s kingdom might thrive through diplomacy, while another’s might fall to ruin due to military failure.”
Mr. Hale raised his hand again. “But what keeps people coming back? If it’s single-player, won’t they eventually run out of things to do?”
“That’s the beauty of it,” Alex said, leaning forward. “They won’t. The AI continuously generates new content. Every time the player revisits, there will be new quests, new characters, new stories. And since the game isn’t locked into a fixed narrative, there’s always another path to explore. Want to retire as a monarch and start over as a wandering bard? You can. The game doesn’t force players into a single role. They are free to be anyone.”
He paused, allowing the weight of his words to settle.
“And the best part? It is affordable.”
The room erupted into whispers again.
Ms. Lyons raised an eyebrow. “ How would that work?”
Alex nodded. “Monetization will come through optional cosmetic items, expansion packs, and story arcs that are entirely optional. Players can experience the full game without spending much if they choose. But we will offer them the option to enhance their experience with cosmetics or deeper, richer storylines tailored to their play style.”
A silence settled over the room as Alex finished. The board was clearly impressed, but more than that—they were excited. Arcadia had always been about pushing boundaries, and Beyond Realms was the next logical step.
“So,” Alex said, a small smile playing on his lips, “what do you think?”
Mr. Hale was the first to speak. “If you can pull this off, Dr. Morgans… Arcadia will be unstoppable.”
Alex nodded. “We will.”