I just released a new interactive fiction, written with Twine: Chimère. It tells the journey of a person leaving his world on the verge of destruction to seek answers from their Creators.
It’s really short, but I hope quite enjoyable.
It’s here if you want to play it, but it is, as usual, only available in French.
My opinion about Twine
This game made me realise that I hate Twine for sizeable projects (and Chimère isn’t even really big!)
First reason: the organisation becomes quickly messy with a lot of passages. I find that the passages network looks cool in a certain “artistic” way, but it’s a hassle when you have to organise them, with all the arrows everywhere. And it’s worse when you want to rearrange them.
Second reason: a different syntax with each format. Twine offers several story formats, each having their own appearance and functionalities. The problem is that each one has its own way of coding. If you want to change your format, you have to code all again. If you want to try another format for another story, you have to learn again everything. It would have been better, I think, to have one unified syntax, with an extension system to extend the functionalities. (I say that, but it must be more difficult to set up that it looks!)
Third reason: the code and the text are mixed together. This troubled me particularly when it comes to placing line breaks properly in the text. More generally, I find that it makes the text more difficult to read.
All these reasons, with the fact that two versions of Twine coexist and are used, makes me believe that Twine is not that good for people willing to try game development. Everyone seems to think the opposite though, so maybe I’m wrong? It also depends on the project: for a small one without special effect nor variables to keep track of the player’s actions, Twine remains a good tool.
I, however, prefer by far parser interactive fictions, so my viewpoint may be distorted! Next time, I’ll try Raconteur, to see.