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From the very beginning of the game, organizations are vying for the player's loyalty, and this dynamic manifests itself both as (1) parallel paths through a mission and (2) decision-points where the player must show his loyalty to one and only one organization. So we're moving toward decision-points instead of choke-points, and we're allowing players to miss some things, if they choose.
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Note that they talk about missions. That ought to answer your question B)