I think your approach is correct. Look at Cornflakes of Agony's plot. Clearly it started with one intent but ended as something completely different.
Maybe in this project the player is not supposed to really know what is happening but just have random intimidating world-building facts thrown at them and cool monster designs waiting around each corner. At least that's how W&L felt to me all the way through and how Nilvreth Sagas felt up until we enter the third stage. (Yes, all interactions with Arane did not feel like part of the actual plot, more like sub-plot.)
I think as a developer I should at least approximately know what am I doing xD (and no, i'm not risking starting a project without knowing an exact scale of what I'm trying to do, nuh uh, life lessons learned)
kknots
I think your approach is correct. Look at Cornflakes of Agony's plot. Clearly it started with one intent but ended as something completely different.
Maybe in this project the player is not supposed to really know what is happening but just have random intimidating world-building facts thrown at them and cool monster designs waiting around each corner. At least that's how W&L felt to me all the way through and how Nilvreth Sagas felt up until we enter the third stage. (Yes, all interactions with Arane did not feel like part of the actual plot, more like sub-plot.)
Kiloru
I think as a developer I should at least approximately know what am I doing xD (and no, i'm not risking starting a project without knowing an exact scale of what I'm trying to do, nuh uh, life lessons learned)