Quote:
Following the sat-nav's directions you merge onto the motorway. Several miles later traffic begins to slow, and you quickly find yourself stuck in a traffic jam.
The motorway curves to the right some distance ahead. You're trapped in the middle lane on a three-lane motorway, with vehicles queuing back further than you can see in your rear-view mirror.
Sitting in silence, you consider getting out of your car to see what's causing the delay.
So far, I have woken up, eaten some breakfast, read the newspaper, retrieved a briefcase, and got stuck in traffic. I'm sorry, but: boooooooooring. Seriously, man, you have 'escapism' right on your front page, I shouldn't be making decisions about toast. Stateless, tightly-linear CYOA is inherently pretty boring unless the writing is top-notch.
Quote:
Congratulations, you have made it to the airport on time.
[other chapters coming soon]
I am getting serious Left Behind Fridays flashbacks here.
But seriously, I can't emphasize this enough: if you're launching a new platform, it's a really good idea to launch
with a really good game, one that shows off the strengths of your system and makes people go 'hey, cool, I'd like to do something like that.' That means a game that's interesting, well-written and above all
substantial. Something that takes an hour or two to finish, at least. A genre pot-boiler that cuts off with To Be Continued... after ten minutes of play, and before you get to any of the good stuff, is Not A Good Idea.
Broader point: what distinguishes your platform from a half-dozen other platforms that can do stateless CYOA? To me the answer seems to be that it's extremely simple: zero-code, graphical-interface-driven. (Twine does this, but Twine involves a download, and you have to deal with webhosting yourself, which is probably a deal-breaker for low-tech or low-investment authors.)
I don't know that intfiction.org is your target audience for writer recruitment; more or less by definition, this is a community of folks who have basic proficiency with code, or would like to. And that given, people are unlikely to consider no-state-tracking an acceptable trade-off for a GUI. Similarly, it looks as though you're angling for a stock-genre kind of approach -- narratively, the same sort of zombies / manly snipers / full-platemail fantasy content that's popular on Flash-game sites. But I assure you, the
first thing that that crowd will want is the ability to pick gender and roll stats and, well, a bunch of stuff that you can't really do without state.
So I think that you haven't quite identified your niche yet.