Game developers and writers often view time travel mechanics as overly powerful, necessitating artificial limitations. For instance, you might be unable to save a deceased parent. While such restrictions make sense in literature, they feel constraining in games. Take Life is Strange as an example—the protagonist is unable to save a life due to the universe’s limitations.

In contrast, I use Git, which functions as a time machine for code. It’s an incredibly powerful tool, yet it still has its limitations. This makes me wonder: is it possible to design a narrative game with time travel mechanics that don’t rely on artificial constraints?

Next - Previous