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@Videlais @maxkreminski I would love for this to be true, but alas: Tracery's documentation is a scattered mess, Twine 1 folks cobbled together from scattered forum posts. By contrast Twine 2 (Harlowe) has pretty good documentation, but it hasn't been a roaring success like Twine 1 was.
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@Videlais @maxkreminski for my money, the thing that made them successful was approachability: you could look at a simple example, play with it, run it, and gain the pleasure of seeing payoff immediately. and once you have that, you are sufficiently motivated to chase through the bad docs.
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@Videlais @maxkreminski (this was the design principle behind CBDQ, anyway)
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@Videlais @maxkreminski I have not worked on any social sim stuff, but my understanding is that you need to hit a certain critical mass of content before you see a proper payoff - I might be wrong though! which makes the problem harder
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@Videlais @maxkreminski but definitely still possible - thinking about the amount of scaffolding that Inform provides, so you can create a box in a room (simple), run the game & get a kick out of being able to pick it up and put it down again (payoff)