I guess I couldn’t fully explain what I am trying to achieve. Let me explain it using my narrative design. In the image below, there is a three-section tree.
During the game, my customer could be in the ‘Go To Changing Room’ section, but at some point, when I try chatting with the customer, I would want her to respond according to what is written in the ‘Checkout’ section.
Similarly, my customer could be in the ‘Follow the User’ section (under the ‘Conversation’ category), but at some point, when I try chatting with the customer, I would want her to respond according to what is written in the ‘Thank You’ section.
The same applies to these cases:
‘Follow the User’ (under ‘Thank You’) → ‘Checkout’
‘Follow the User’ (under ‘Conversation’) → ‘Checkout’
…
If you suggest simply connecting the sections and adding decisions, I would run into a problem where the narrative design does not know the character’s state.
For example, if I connect ‘Follow the User’ (under ‘Conversation’) to both ‘Checkout’ and ‘Thank You’ with a decision like ‘If you have clothing in your hand, then go to Checkout,’ this would not work. The reason is that the narrative design does not know whether my customer has an item in their hand or not.
In my game, customers can pick up clothing by themselves or go to the changing room on their own. Because of this, the narrative design would not know if the customer currently has an item in their hands or if they have just come out of the changing room.
If I can somehow make the customer’s narrative design aware of the customer’s real-time state throughout the game (like holding a clothing, just came out of the changing room, etc.), this could be a solution. Otherwise, I don’t have any solution to the this problem.