Oliver is an experienced game designer. After a player completes the storyline of Oliver's game, they can return to the game

world to complete side-quests designed specifically for high-level players. In which of the following story segments, also
known as end-game, can players choose these difficult side-quests?
(1 point)

exposition

climax

falling action

denouement

falling action

Players can choose the difficult side-quests in the falling action segment of the game.

To determine in which story segment, or end-game, players can choose difficult side-quests in Oliver's game, we need to understand the different story segments and their respective roles in a narrative structure.

1. Exposition: This is the beginning of the story where the setting, characters, and main conflicts are introduced. It is unlikely for players to have access to high-level side-quests during this segment as they are just starting the game.

2. Climax: The climax is the turning point of the story, where the main conflicts reach their peak and the outcome is determined. Side-quests are usually not available during the climax as it is focused on resolving the main storyline.

3. Falling Action: The falling action follows the climax and shows the aftermath of the main conflicts being resolved. This segment is often used to tie up loose ends and provide closure. While it is possible for players to have access to side-quests during this segment, they are usually not the difficult ones designed for high-level players.

4. Denouement: The denouement is the final resolution of the story. It is the segment where all loose ends are tied up, and players typically have completed the main storyline by this point, with no side-quests available.

Based on this analysis, the most suitable story segment for players to choose difficult side-quests would be the falling action, as it comes after the climax and allows players to continue exploring the game world while the main conflicts are being resolved. However, it's important to note that the specific game design decisions are ultimately up to the game designer, in this case, Oliver.