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Yeah. Its limited by the scenes, props and characters you can use for a certain story. And its limited by a predefined logic. Instead of being able to solve the puzzles in many different ways, based on the actuall logic of events, most puzzles just need to be solved in exactly one kind of way.
I mean that pretty standard for a puzzle game. But this game seems to be different at first. It seems like the devs had the idea for a more open puzzle game with a innovative mechanic that make it possible to find many different solution, but in the end the game is mostly limited by one or two predefined solutions.
I am just wondering if the devs actually wanted to make this game this way or not.
One takes the layout of the level (which settings/characters are placed where) and spits out a series of events (a "story").
The other one is that each level queries that sequence of events to find out if they fit the title or not.
So yes, Storyteller would allow multiple solutions if you were to make a level that allows them and many levels do (more than you would believe).
The reason why the game does not feel "sandboxy" is because we wanted players to be challenged into figuring out how to express interesting stories with the given characters and settings, and so we had to do a tradeoff between freedom and interesting storytelling challenges that erred on the side of puzzle solving because it just felt better. If you found the game repetitive (for the record, I don't think it is) imagine if you solved many levels doing the same thing over and over again because you always picked the laziest solution.
So, there is a game or addon that could give more freedom but it would need to be a very different game in order to be interesting.