Hello Måns,

Well, for one.... if it's really going to be a story, then you have
lots of tiddlers with these sections... and, depending on the
"section" which you chose, you must also define transitions... in
other words, choosing an option must forward you someplace else... or,
if you're stuck at the current event, will remember where you are
until you do something that forces a transition.

Having those meta-data on top of your actual story text... simple
sections alone do not quite seem enough. At least a section should
probably end with a handful of lines of not displayed instructions for
a kind of story macro to know how to change states or to progress the
story, etc.

Some actions probably might result in creating a kind of memory entry
which might be queried later on by a story macro to decide on how your
story progresses based on what you did beforehand. For example, if you
collected something beforehand, which might as well be information (a
memory), you might be able to do something with it, otherwise not.

Besides the memory, perhaps there will also be a kind of inventory for
collectibles. But then, we're perhaps starting to develop a real game
and not just a story with different paths that one might be able to
take.

Probably, you also want to be able to roll back your story or, and
that's perhaps a different issue to revisit "places" you've been
before. That is to say, that you would perhaps rather 'move' in some
kind of story map which however does not necessarily correspond to a
single tiddler (event). In other words, a given place might have
different events that happen there, yet you still want to relate all
these events to the same place. Yet, an event is not necessarily you
visiting a place but rather you doing something concrete while you're
there.

So, for me, in order for this to work, you not only need sections but
you also need some way to define transitions. You might perhaps do
that by defining slices in a hidden block of a given section. But
above all... you would need some kind of macro that manages your story
in its entirety and knows how to move on from event A to event B.

Most importantly, all of this will be a whole lot more intuitive to
built if you provided / could develop a full blown story and all the
required elements and behaviors that you want to make use of. Note,
however, that I am not talking about an idea for a story, but precise
conceptions of all details and the ways you want to allow your story
to unfold.

tb.

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