@Vendetta You’re not wrong, but you have to understand that we’re ahead of the curve.
When we started COG, there wasn’t an iBookstore and there wasn’t Active Content for Kindle. There wasn’t even a Kindle app for your iPhone/Android! We took some old ideas (CYOA books; the movie “Big”; traditional IF), combined that with some insights into what makes good games (emotional investment of a player in a game via difficult decisions), put all that in a blender, packaged it up, and shipped it to the App Store.
We were certainly trying to (and succeeding at?) appealing to mainstream readers through the Kindle’s Active Content program. Again, we’re not allowed to discuss the status of that, but you can draw your own conclusions.
Should we therefore start trying to get our books in the iBookstore? Or, more generally, make them available in “ebookstores”? We could…we’ve discussed producing epub (?) versions of the games, which would consist of a page for every possible iteration of the game, condensed and packaged into a non-Active Content file for e-Ink Kindles. But, for example, we’d have to go and take out any place where there was user-input (names, some puzzles in Heroes Rise, Reckless, Treasure Seekers, etc). We’d also have to figure out how to do that in the first place.
Similarly, we could try and figure out the iBookstore. But this is why the Kindle Active Content was so important: it was willing, ready, and able to accept interactive texts. Admittedly, we haven’t explored iBookstore yet, but there would be major hacking involved to get our games to work on their platform. And Dan just doesn’t have the time to devote right now.
The point being, I’m not saying you’re wrong. What I’m saying is that it’s not just a matter of rebranding, but rather of potentially rebuilding our codebase.