A quick and dirty comparison, using examples

(This is a follow-up post to my quick-and-dirty Twine 2 vs Ink vs Yarn authoring comparison here.)

(Update: I’ve added Yarn to this comparison.)

I’m new to Ink, Twine 2 and Yarn. My goal was to rapidly investigate what’s involved in getting some of the most basic functionality of an interactive narrative up and running in Unity using each system.

What I did:

  1. I made three versions of the same test story: one authored in ink , one in Twine 2 (Harlowe format) and one in Yarn. You can read about that here.
  2. I started a new Unity project to…


A quick and dirty comparison, using examples

(Update: I’ve now included Yarn in this comparison.)

(Note: The follow up to this post, a comparison of getting Unity integration up and running for Twine 2, Ink and Yarn can be found here.)

For a client project recently I started looking into interactive narrative authoring systems that offer Unity integration. Specifically, I’ve been looking at how some common patterns are authored using each system. I didn’t find any systematic comparisons of the two systems online, so I’m very briefly documenting my own efforts here.

Things to note:

  • I’m new to Twine, Ink and Yarn, so I welcome any corrections…


How game design practice is shaped by business, technology and culture

(This essay was first published in the book Critical Hits: An Indie Gaming Anthology, edited by Zoe Jellicoe, available here.)

In 1884, an English man called George Sturt inherited a two-hundred-year-old wheelwright’s shop from his father. A wheelwright was an artisan who made wheels for horse-drawn vehicles — carts and carriages. Sturt had been a schoolteacher, and was entirely new to this business of making wheels. As a man possessed of both a wheelwright’s shop and the enquiring mind of a scholar, Sturt set out to learn not only how wheels were made, but also why they were made that…

Katharine Neil

Game developer.

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