v21’s avatarv21’s Twitter Archive—№ 71,015

      1. …in reply to @Videlais
        @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.
    1. …in reply to @v21
      @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.
  1. …in reply to @v21
    @Videlais @maxkreminski (this was the design principle behind CBDQ, anyway)
    1. …in reply to @v21
      @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
      1. …in reply to @v21
        @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)