I am bad at being short so bare with me…
You caught me returned from a birthday party and just saw your message (just to try and convince people I do not live at my computer waiting for messages).
I always loved the old gamebooks, Lone Wolf and Fighting Fantasy. I tried to find old gamebooks when I was a wee little lad and, when not getting into trouble, hid away and devoured them all. Enjoyed them just for the pure adventure of it, taking me on a journey to a strange land, with a map on the inside-front cover, and making me the hero. The world would be described from second person POV, but simply, with whatever emotional impact coming mostly from me, as the reader and MC, and not from being a premade, defined character. Two of these books, Creature of Havoc and Crimson Tide, helped inspire Green, one with the MC playing a monster, the other where you age during the adventure.
I wanted to write a game in this style for a long time.
Also, I always remembered a game called Alter-Ego (our own Dan Fabulich worked on porting it). I played this game on a website for abandonware, back in the day. It allowed you to decide your character’s life, from birth until old age.
Then I found Choice of the Dragon and Parenting Simulator and thought CoG and HG titles were, sort of, IF life simulations like Alter Ego.
But first, I made a little, very, very amateur game called ‘Green: An Orc’s Life’, a card swiper, based on Reigns, where you play an orc from birth to death with left-right binary choice. Probably about 30K long and horribly coded, still available on Steam, but it is very rough (based on a Unity Template).
So, effectively, I had the skeleton framework for a world and a game, but wanted to branch out and deepen the experience. Choice script was perfect for this, allowing an unknown to join the community and publish. I have always thought CoG and HG are wonderful for giving everyone such an opportunity, it is very rare in any sort of publishing.
Having the game mapped out allowed me to pick up pace and expand. I had lots of support from active fans. Although, as I learnt more about CoG books, I knew it would be a risk without ROs, and because I wrote it like a paper gamebook without chapters, just linked scenes and paragraphs, with a much more complicated stats and variable system.
That the CoG and HG fanbase are broad-minded in their IF expectations paid off. Green has done well! (Very well in the release month, afaik).
Size drew people in. Novelty kept many there. But mostly, I made it to have a bloody good adventure and fun and think I succeeded!
So, with a bit of ignorance for the audience I was writing for, and with lots of hard work and lots of support by really great people in the thread, I got a big orc game down without ROs and survived to tell the tale.
In all honesty, it was a game I wanted to play but couldn’t find, so I made it. Turns out, I wasn’t alone in wanting to be an orc.