3 ms·
Twine's creator, Chris Klimas, acknowledged one of its key limitations in a blog post several years ago [1]: > I also think that if you stick with Twine long e
by mwcampbell 7y ago
Twine's creator, Chris Klimas, acknowledged one of its key limitations in a blog post several years ago [1]:
> I also think that if you stick with Twine long enough, you’ll eventually bump up against its limitations. Maybe someday, you’ll want to have the player put an apple inside a knapsack and then place that in a refrigerator the player can push around. Games have been created from stranger mechanics.
> Twine doesn’t have a world model. It has variables and flags, but those are tough tools to work with if you are trying to build a simulated world that can be toyed with in any real way.
> So eventually, after futzing helplessly around with $appleInKnapsack, $knapsackInFridge and not $knapsackOnTopOfFridge, and $fridgeDoorClosed, you might think to look for something better to realize your dream of objects containing objects containing objects. You might try Inform or TADS (or maybe even ADRIFT or Hugo, if you are well-read). You hopefully have heard of them in your short interactive fiction career. Ideally, you regard them as neighbors three doors down; you haven’t had a chance, or a really a reason to visit, but you wave to each other on the way to work. They’ve always seemed like friendly, good-natured people. Talking with them is a natural next step.
[1]: https://chrisklimas.com/129/ https://chrisklimas.com/129/