I’d like to consider ChoiceScript alongside other formats like Twine, Ink, etc.
I haven’t really played any of these much in the past few years, and frankly, staring at screens to relax for anything has lost appeal to me recently, so it would be great to hear some of your better judgment on this.
Just to clarify, I’m not talking about coding, but the readability of the IF games you’ve played based on the format, and on whichever device/app you may be using.
And to help avoid making this an open-ended question, I will be more specific about the format of the IF.
Side Note:
Privately, I’ve already got opinions from various people not affiliated in anyway with CoG, or the people who hang around this forum, but given how active this forum tends to be, it would be remiss not to hear from you. So long as its genuine, I’d like to hear what you prefer, ChoiceScript or otherwise.
So, you open an IF game, and in short, it’s a text-based (with some maps and designs in the stats menu, etc.) game. Looking at 300~400 words per page, typically, other times fewer. Even fewer, about 5 times to be exact, are sections that play out more like a short chapter with maybe 1 or 2 choices in between.
Some characters like to monologue (you will have a skip option via falling asleep, letting your mind wander to something else, or making them to stop talking).
Some skill checks are not simple fail/success checks.
Management is an important component.
Stats contain aliases, personality/conduct (6 total in 3 opposing pairs), 3 stat-based core skills with 6 misc-skills that enhance their relevant core skills, as well as health and debuffs. It also tracks reputation with various groups. There is also a separate glossary/database section to keep track of the many characters and events.
The longer version, if I’m going to be more specific for myself:
The IF in question is historical fiction. Yeah, it’s been years since I’ve decided to do something based on Joseon Korea during the Imjin War, but life happens and trying to find a Korean source that isn’t another gazillionth book about Admiral Yi, the overrated Minister Yu, or a modern commentary on King Seonjo derangement syndrome takes time and money.
It’s a Hard-Historical Fiction (or semi-hard? like hard/soft-SciFi or fantasy, if that’s even a term), so establishing cultural/societal context is crucial for the narrative.
Structurally, it has the typical IF player-protagonist (you) and a deuteragonist (separate, set character) whose scene play out years after the events of the IF in a novel-like format (~3,000 words typically) in between chapters. The latter serves as a vehicle to provide societal/cultural contexts, reflect on outcomes of the previous chapter, and help set up the events of the next chapter to reduce info dumping in the scenes of the player-protagonist.
Outside of my own shortcomings in prose, I wouldn’t say it’s easy-reading. 16th century Korean nomenclature, taxes, bureaucratic and military structures, societal conventions, and there is a 99% chance that you are meeting historical figures you’ve likely never even heard of, and most of their last names are either Yi or Jeong.
In your gut reaction, which format would help make an IF game like this cause the fewest number of headaches?
