Much of this is powered by a powerful custom conditional language that we created. Designers use this language throughout the game’s systems to configure when and how different parts of the game should change based on player actions that flow through the backend services. This includes the entirety of the game’s quest progression system, defining what actions the player needs to take to progress through the campaign.
For implementers, there's no Transformer protocol with start(), transform(), flush() methods and controller coordination passed into a TransformStream class that has its own hidden state machine and buffering mechanisms. Transforms are just functions or simple objects: far simpler to implement and test.
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