What people above said. Potentially grouchy and disorganized tequila-muddled thoughts ahead.
There’s been an explosion of indie games, now that the tools to make them are more available and user friendly.
Five or eight years ago, let’s say you had 20 big publisher releases each year, so that’s 100% of the games.
Nowadays, if there are 80 indie releases and 20 big publisher games, you could say that big publisher games has dropped from 100 to 20% of the marketplace for an 80% decline, and a lot of stupid people will believe that big publisher games declined from 10 a year to 2 a year because you showed them the math on paper and because statistics can be skewed to show or falsely highlight nearly any result the preparer wants to.
Another person might say “We used to have 20 games per year to play, now we’ve got 100!” Of course that person is going to be groused at by the people who somehow find indie games inferior.
Just because there was a drop in parser games this year doesn’t mean the art form is dying out. I often write in I7, but I tried a StoryNexus game this year for fun. I think any good author is always going to want to at least see what else is out there. Emily Short did games in Varytale and Inklewriter, but that didn’t stop her from releasing COUNTERFEIT MONKEY. I’d be curious to gauge the parser game output of many of the people who are the strongest on the side of “Twine is killing parser IF”. If one is just a consumer of IF, and wouldn’t consider paying for the games they like as an option (which is one of the possibilities when a thing is web-only), it seems a very moot point.
I see a ton of Quest games, sometimes 20 at a time, logged on IFDB, and then never read any reviews or hear anything about them again. Some of these are choice based, but there are parser games in Quest, and you can download them off the web if you have a PC. Why aren’t these getting supported? These people are your future generation of parser fiction authors.
The numbers are weird because IF is such a teeny group. If there were two million people dedicated to IF, you’d probably see the numbers varying a lot less.
Yes, lots fewer people see plays since the advent of TV and Movies. Before the latter two, there were no other choices for plot-driven entertainment, especially if a person didn’t like to or didn’t know how to read. Delivering a movie or a tv show to an advertising audience of millions is cheaper than delivering a live stage show to ~10,000 paying audience members per week. That’s why plays cost $50-100 now and fewer people go see them regularly.
Twine lets you produce a game in a week or days if you want. I7 requires lots more learning and lots more programming to do it right. There are more authors who are capable of writing a short flashy slightly interactive beat poem about their deep thoughts on urban decay than there are imaginative authors who can bring to term a quality and entertaining narrative longer than speed-if in a parser engine. The Twine beat poets are like the indie-games. They can get a quirky thing out to more people with less work, and if nobody likes it, it’s not such a loss of investment (time or money or muse-juice) so that’s why there’s been an explosion of them.
It does slightly disturb me how certain reviewers seem take great glee in pointing out with almost as much verbiage as an actual review how they are absolutely not playing or judging a Twine or a web-based game, when they could save a lot of time by just ignoring what they don’t like and moving on.