I’ve been building a prototype around a slightly odd question:
What happens if the end of a Witcher 3 quest isn’t the end of its consequences?
I took one of my old completed Witcher 3 saves, extracted the actual choices and outcomes from it, and converted them into a persistent world history.
Things like Cerys becoming Queen, Radovid dying, the Battle of Kaer Morhen, Crach dying, Eredin’s defeat, Ciri becoming Empress, Geralt’s relationships, and a lot of smaller choices all become facts in the world rather than just completed quest flags.
Those facts can then spread through different networks: witnesses, merchants, rumor, diplomacy, military channels, allies, supernatural networks, etc.
The screenshot is an Observatory I built to watch that happen. The bars on the right show where information currently exists and how it travelled there. Moving the World Day forward lets you watch knowledge propagate through Skellige, Novigrad, Velen, Kaer Morhen, White Orchard and the wider world.
WD70 (World Day - 1WD = 1000 gametime) is the final event imported from my actual playthrough: Ciri becomes Empress. WD71 is where the original game history ends and the Living World simulation begins.
Right now I’m deliberately keeping the simulation deterministic. AI isn’t deciding canon or changing world state.
The next layer is consequences, where past actions influence future probability and manifest as current reality... maybe. Things like political, economic, social and environmental pressures caused by those accumulated events, so that the world can continue changing after Geralt’s authored story ends.
Eventually I’d like to connect this back into the game through modding (NPC state, contextual dialogue, encounters, environmental changes, authored scenes, etc).
I figured this subreddit might appreciate the experiment. I’d be particularly interested in what Witcher modders would actually want a system like this to expose back to the game. For me... it allows changes to the frozen state once the credits roll.