I didn’t think so, but I felt it would be polite to ask. The thing is, writing a game in I7 is just not fun. It starts out being fun, but it quickly morphs into a morass of pain and confusion. And why would I do it if it’s not fun?
There are two basic reasons for the descent into the maelstrom. First, some of the syntax is one-off. Second, the Documentation is scattershot rather than comprehensive. It seems clear to me that, as a whole, Inform 7 is designed in such a way as to attract the novice IF author by making it appear to be easy to write games. This is true both of the language syntax and of the documentation. As a result, you can do simple stuff quite easily, but the moment you start trying to do anything sophisticated in order to produce a game transcript that reads fluidly, you’re on your own.
Another factor is that the library is not exactly readable. In TADS 3, the library is written using exactly the same syntax that the author uses in writing the game. (Also, it’s really, really thoroughly commented!) As a result, reading the library code to find out what you need to change is much more practical. Also, Eric Eve’s documents are well written and thorough.
It’s too bad there’s no Mac IDE for T3. That has, I think, been a roadblock in the way of its attractiveness as an authoring system. I do like the I7 IDE for the most part – it’s easily the most attractive feature of the system.
On the other hand, putting the whole of the author’s work in a single file (story.ni) was a terrible design decision. It’s much easier to find various blocks of code in the T3 IDE, because you can create as many separate files as you like. In a large game (I’m already at 34,000 words and maybe a quarter of the way through it), the I7 Contents tab is no substitute, because there are easily a hundred items in the Contents tab, and in order to find something you have to scroll up and down through a display text that lacks highlighting or color-coding.
No, I’m sorry. It’s just not fun.