Tobias Reithmeier

Interactive fiction

The Intercept

Bletchley Park, in the middle of the Second World War. You are in Hut 14, the door is locked, and a component of the Bombe has gone missing. Harris asks the questions; four people were in the hut, and any of them could have taken it. You can dodge, answer honestly or lie, and the game remembers the tone you take. There is no dice rolling in this one: no fights, no items, no stamina, just the story, your choices and a memory of how you have behaved. Fourteen endings, and which one you reach depends less on any single answer than on all of them together. Your progress stays in the browser, so you can stop at any point and pick the story back up later.

Alongside the game sits the book's Markdown source, read only, always open at the point the story has reached. The book is inkle's own demo for their narrative language ink, brought across by Story Weaver's importer. The English original is untouched; the German version sits beside it as a translation, the same way every book in Story Weaver holds its languages.

Where this book comes from

The Intercept is the demo game inkle wrote for their narrative language ink in 2016. It was not rewritten by hand: story-weaver import translated the ink source into Story Weaver. That makes it useful as evidence. Someone else's text leaves no room for quietly bending the language around a gap, so it tests the storytelling half of Story Weaver. 133 nodes, all reachable, no dead ends, 14 endings; the shortest route through takes 8 steps, the longest 54. It is the only book in Story Weaver without a rules layer: no dice, no combat, no items, only narration, choices and states that remember how you answered. The licences are kept apart: the book is MIT licensed, copyright 2016 inkle Ltd; the runtime comes from Story Weaver under MPL-2.0; what runs here is a frozen build.

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