I’m just sort of curious whether anyone else loves general parser-style IF but has never found a choice-based twine-style game to be entertaining. I think for me it comes down to choice-based games having an even harder time casting an illusion of choice for me. When there’s literally only one thing to click to advance the story about the half the time I click, it ends up feeling a lot less like choices and a lot more like a stylized way to turn the page.
So, I guess I’m curious whether it’s more common to feel the same about both genres or more common to strongly prefer one to the other.
I’m also curious about whether anyone has cast a systemic/academic eye at the differences between the two genres. I haven’t thought about it but I assume they’re more or less functionally equivalent, right? Obviously, I could implement a CYOA in Inform and though it might get a little awkward, I suspect I could model all of Inform with a point-and-click choice-based interface. But it seems like there are many differences in they ware they are actually used. Like if I looked at the top 50 Inform games and the top 50 twine-style games, what kinds of differences would i find? I’m thinking of things like overall length, tone and genre. Number of puzzles. Types of puzzles. That kind of stuff. Does anyone know of any work in that vein?