Mission design was deliberately opened up — multiple routes/ways to complete missions where possible, without losing narrative quality.
In the same interview, Nelson explained the general mission design philosophy (translated): “The narrative has to take precedence sometimes — at least for us. For the story to progress in a believable way, you have to hit certain beats, so in those cases we somehow have to guide the experience. But with this game we made a very conscious effort to open things up wherever possible, without degrading the quality of the experience”. He gave two specific examples: the first mission seen in Netflix's preview video, where the duo tries to get out of a tower block, has multiple exit routes; and the mission where they meet Raul — a police chase where one drives and the other shoots (see c-153/c-173): “There's an optimal route you're told to follow to get out, but if you don't follow it, you can still get out — the mission is essentially a police chase”. What this adds: it clarifies that the escape/approach flexibility we already knew about in specific systems (second exits in heists, c-064; switching between driving and shooting, c-153) is an expression of a deliberate, general mission design principle — not an isolated exception.