Were you asking for advice on breaking into the industry, or advice on tools for writing your own narrative games?
I've heard a few people saying that having a portfolio helped them get their foot in the door, so maybe they're not all that different... but I don't really know anything about it.
As far as tools, I'd agree that Twine is a great place to start, perhaps the best. Its sheer ease of use is hard to beat, and though it has limitations, you can go quite a long way with it. You can publish your stuff for free any place that hosts free web pages (and you should list your work on the
IFDB). The
intfiction forums are a great place for critique and feedback. You could also enter work in the
IFComp (which you just missed this year) or the
Spring Thing or the
IntroComp for some exposure and feedback.
If and when you feel the need for something fancier than Twine, there are plenty of other things to try.
Texture lets you drag verbs onto nouns instead of just clicking links.
Ink, from the makers of 80 Days and Sorcery, embeds into Unity (there's a free starter project that is pretty easy to use).
ChoiceScript is similar, from Choice of Games, who has a big mailing list (160,000 people?) and will potentially pay you if you write something that fits their guidelines.
Inform is a tool for making classic parser-based text adventure games, if that's more your thing.
I recently wrote up a bunch of
links and thoughts about narrative structures and tools for my local gamedev group: some of that might be helpful.
But yeah, start with Twine, do some simple stuff to get your feet wet. Writing interactive narrative is a bit different than writing static text, but the writers I've talked to who have tried it seem to find it very rewarding...
sub-Q magazine has a bunch of bite-sized interactive fiction pieces that might prove inspiring.