Dicky Mint was a sailor. A sailor with a very, very big nose. His name was Dicky Mint because once upon a time he got his dicky bow stuck in a bowl of very very sticky mint ice cream.  Spyglass Guides has some great information on this game.

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Gelert:  Different format aside, how does this remake of Lifestream

differ from the original?


Chris:  The new version of Lifestream is the definitive form. Whilst the

basic storyline remains the same, there is added detail to it -- I have expanded

the plot in several areas. Gameplay has been extended as well. Several existing

puzzles have been tweaked and new puzzles have been added. The remake is

longer than the original and featues a more cohesive story that answers a lot of

the questions left in the original game.



Gelert:  Okay. Well, finally then Chris, I'll ask you this. What is it that

makes Storycentric Worlds stand out from existing interactive fiction

game engines? Why should developers consider the switch?


Chris:  Storycentric Worlds features several advantages over traditional

interactive fiction game engines. First and foremost, there is no text parser.

Whilst existing fans of the genre may find this a little disconcerting at first, I

believe that they will quickly understand the advantages of this decision.

Namely, it makes these types of games far more accessible to a general

audience. No longer do players have to type in commands and deal with

misspellings, incorrect wordings and other issues that are common to the

genre. Instead, a series of context-sensitive multiple choice options allows players

to focus on gameplay, rather than wording their actions perfectly.


Because of the lack of a text parser, Storycentric Worlds games work well

on mobile devices -- Both phones and tablets. This highlights the engine's

biggest advantage: Storycentric Worlds is compatible with iOS and Android,

in addition to the PC. Ports to Mac, Linux and HTML5 are also possible

and will be considered in the future.


All of this collectively means that Storycentric Worlds games will appeal to

-- and reach -- larger audiences than traditional interactive fiction. This

will result in greater publicity and, hopefully, success. Lastly, Storycentric

Worlds games are quite easy to make. There are no complicated editors to

learn and engine scripts are extrremely easy to write , even for those without

prior programming experience. Because of this, authors can focus on what really

matters in development -- the gameplay and storyline.



Gelert:  All that remains for me to say is "Thankyou Chris". And for

granting myself and Adventure Point this informative interview.I'm sure

that adventure gamers everywhere will follow, with eager anticipation, the

successful evolution of Storycentric Worlds over the coming months.




cont'd on page 3

Page 2 of 3








Interview with Christopher Brendel  

by Gelert, Apr. 19th, 2016


And concerning the exciting new remake of his classic

Adventure, Lifestream

Storycentric Worlds

A new next-generation text adventure series