I’m searching for examples of Inform extensions + games that either a) depended on language features from that release (which came out 2014-05-07) or b) were noticeably easier to create (according to the author) because of that release.
The only example I have off the top of my head is my own 18 Rooms to Home, which relies on the story viewpoint change.
Do you have examples of others?
A quick review of language changes in that release:
Sparkle offered a choice between first and second person narrative. It was trivial in 6L02 and would have been a lot of work (i.e. would not have happened) in the previous releases.
The Intro to Beyond Division used custom Responses significantly, particular for basic verb changes for when the player is a wolf. It was 6L38, not 6L02, but doesn’t use much from 6L38 in particular. It would certainly be possible to do in a previous version but having the ability to quickly review all responses via RESPONSES ALL to see what wasn’t lupine enough really helped.
If I remember correctly, Ryan Veeder waited for 6L02 to write Dial C for Cupcakes. It changes viewpoint (between second and first person) and tense between acts.
Counterfeit Monkey also changes the default viewpoint to first person plural but it’s 6G60 (using one of the Library Messages extensions). It wasn’t impossible in earlier versions, just difficult and unwieldy compared with the new Responses system (and thus also probably off-putting to less experienced authors).