As far as I remember (I am too lazy to go dig up old interviews with developers, although it was on a UK games site if you wanna try) the plot of the game starts off very simplistic. Revenge. It seems to start with you going to town or something and coming back seeing your family murdered and your dog nailed to a wall (I remember that detail thinking "PETA is gonna go ape (pun intended) over that"). You, in your childish ways, set out to find the killers, as you grow up, however, it is discovered that the killers of your family has stuff to hide, etc. (The usual RPG filler stuff happens here). The thing is, what is so great about the game.
Let\'s say you go to a shopkeeper and are talking to him and you ask him where the "witch" lives. He tells you somewhere in "Scooby-Doo Castle", but only "Jim the Sailor" knows where that is. If you have happened upon Scooby Doo Castle earlier in the game messing around, you could just go straight to the castle.
Alot of times in RPGs or adventure games, you must first talk to the guy before doing anything, he will then make you do a side quest to find out the information, and so on. Having things unscripted (as far as events go) make it so the game isn\'t restricted by it\'s own boundaries, only yours.
lemme find some interviews for you, I will post some links later.
Eric Jacob