Thanks man!
I really enjoyed this microtalk. I'd love to play some of these games. The games my partner and I have are board-y and not really narrative-driven. Back in college I used to play Vampire: The Masquerade and other roleplaying games, and it was a blast.
I think where Ken Levine is coming from is something like "How do I apply these concepts I've encountered to AAA games." Someone like Emily Short is much more up my alley.
Quick update: I have made my personal goals for 2016, and this is one of them:
By December 31st, 2016: Release a completed version of Freeality and following promotion efforts, 1,000 people play it to completion as measured by filling out a super-brief survey.
I'm not entirely sure a mini survey is the best way to go, but it's at least a good placeholder. It's tough to tell with a web-based game how many people are actually playing to the end versus how many are ending up at the final page through a search.. Although, Twine is based on a single HTML page anyways, so maybe I can just code some sort of Javascript counter which ups a number in a database every time someone makes it to the end.
This goal is based on the SMART criteria for goal-making: Specific Measurable, Attainable, Realistic, and Timely. While there is a relatively small audience for text-based games, I think that if we continue to work hard on this project and get it out there, this goal is attainable and realistic.
As of now, playing through takes about 15-20 minutes from what I've observed. AEP and I are meeting this weekend for a full day of work and will be rolling out some pretty big changes over the next few weeks. Very psyched for 2016.
Happy New Year!