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Creating Interactive Fiction With Inform 7 by Aaron A. Reed

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Chapter 8. Time, Scenes, and Pacing

If I handed you a random sentence from a novel and asked for your opinion, you might find it hard to answer without knowing whether it came from the beginning, middle, or end of the story. But so far in our example game, the rules and phrases we’ve written are timeless. They react the same way in the earliest moments of the story as they do at its conclusion.

While authors can create order and sequence through puzzles—keeping certain areas or items from the player until some task has been performed—to tell complex, interesting stories requires recognizing that not all moments are equal. To get more sophisticated with our storytelling we should learn how Inform understands time.

Inform comes with significant tools ...

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