I’ll just make a few points about visual, node-based authoring;
Although DanF is correct in his criticisms, there are merits to this approach and it does work well providing the game isn’t too big.
But what is too big?
The sort of diagram editors I’ve seen in these newly announces systems, appears to me, rather limited. If you’re going to author with a diagram, the tools will have to be very powerful and robust.
I started authoring using nodes, and very quickly, it became a tangle. So you need ways to organize. The first thing i tried, is putting bunches of nodes inside other nodes. This looked promising; you tidy things away that are connected to a certain place or object, for example.
It didn’t work because i kept having to open and close this arrangement, and when open, it would overlap everything else and i couldn’t see what to do.
So now i author using layers. I urge node-base authoring systems to implement layers.
How do layers help?
You put your “map” on one layer. various objects on another and characters one per layer. Now adding more characters or objects does not increase the visual complexity. If you have a large map, break it up into areas or zones and put them on a layer each. Now i have a manageable workspace and can concentrate on one part at a time.
But how do the inter-layer links work?
Yes indeed, these do not get visualised unless the two layers in question are both visible, in which case everything is a mess.
So what i ended up doing, is inventing an optional “virtual link”. I do this by having a link property on nodes that is a proxy for a real link. It works in the exact same way as a real link between nodes, but it is a property rather than a node connection (internally, these proxy links are converted to real links when the diagram is processed).
Although I’d agree that a large game might well still become unmanageable, i do think that the layered approach allows for much bigger games than previously feasible.