If you attack the monster with the marshmallow gun, go to page 28.
If you jump into the laundry chute, go to page 40.
Here in modern times we can get rid of the "print-based" bit and make these games so people can play them on their phones or other devices. All the sound effects and most of the glitzy colors happen in your head, of course--just like when you're reading a novel or a poem. But it sure is faster to create than trying to make a game with satisfactory graphics and a user interface that pleases (collision detection, anyone?).
Fortunately, Choice of Games has put together a simple coding language called ChoiceScript that lets you concentrate on building the story without spending a soul-killing amount of time constructing if-statements and tracking variables. Choice of Games publishes a ton of games through the various app stores, and also hosts games civilians like me create.
One of the two games I'm writing takes place in modern times, in the world of software startups. There's deadlines, duplicity, dodgy behavior, and lots of other things that don't start with "d".
The second game takes place around 1800 with the British Army in Nova Scotia. I wrote the first draft of this game for a contest last year (write a game in a month), and finished second in a field that had more than two entrants. This game is sprouting all sorts of new story lines as I try to enrich it and make it more fun for the reader/player.
I'll write more about these games in future posts. To end for now, I wanted to show a bit of how you write a scene, and how the reader sees it.
You write using a text editor (I use EditPad Pro). ChoiceScript has strict rules for how you write commands, and indenting is very important, so your scene starts to look like this:
What the player sees is more like this:
Curious to find out what happens between you and the Prince? So am I!
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