I'm writing a mystery game, so most of my variables are flags (bools) to indicate a player's dialogue choices based on what she's seen -- e.g.:
<<set FoundMurderWeapon = true>>. The gameplay involves traveling to various locations -- talking to NPCs or searching the area for clues. Thus I have both descriptions of locations and conversations with NPCs that I'm writing.
If you're considering a similar solution, here's a more detailed breakdown of my setup:
The largest Twine concept is a Story, which contains all Passages, Links, and Variables. UnityTwine is only good at importing one Story and cannot connect multiple Story files together. Thus, my game is just one giant CompleteStory.twee file. Size isn't an issue -- the whole file is plain text, so it won't ever use a meaningful amount of RAM.
But, one recent complication I ran into: the Twine interface is absolutely terrible at displaying a Story that has 50+ Passage nodes -- so writing became a huge pain very quickly. Considering the scope of my game, I will have hundreds (if not thousands) of Passage nodes -- whoops! The prospect of no solution to this problem was frightening! If you use this setup, you'll probably run into a similar roadblock.
Thankfully, there is a very easy, though
highly obscure solution: A feature of Twine 1.4 (that almost nobody seems to know about!) is called
StoryIncludes. It allows combining multiple Story files together -- basically, sharing Links and Variables among Passages across as many files as you want! Works very well if you have multiple writers, too! From a Unity standpoint, I just export each one of those files into its *.twee format, then I have a script that concatenates all the files together into the aforementioned CompleteStory.twee file, which I then drop into Unity and it gets automagically converted to a CompleteStory.cs via UnityTwine -- ready to be parsed by my game!
That may sound a bit too technical without any Unity/Twine/UnityTwine experience, but if you go down this road, you will thank me for the detailed description (spent a bunch of time finding the easiest solution to these setup problems).
Again, if you're making something very similar to what's already been made (e.g.: Phoenix Wright or 80 Days) try seeing if you can use a similar system (ren'py and inklewriter are great choices for those!). But if you want something different, maybe UnityTwine is the way to go. I'm fairly early in development (I still haven't started a DevLog on these forums because I don't have the complete vision just yet) but so far this setup has worked wonders! I can update if I run into further roadblocks (and my solutions to getting past them).