So, for the past couple of months, I've been poking at the idea of interactive fiction without a parser. I had a grand idea, years ago, for a [url=http://apm.livejournal.com/119293.html]graphic adventure game with a comics-based interface[/url]. My idea is essentially that the entire story is always available at all times, and that you can make the protagonist do things, or, undo things, at any point in the story. I realized recently that I could bring many of the same ideas to text, which is much quicker to write than comics are to draw.
So I began to build it.
So today, I'm ready to release a little tech demo, for people who might be interested in such things. It doesn't even really demo the tech that well -- I don't use any world state, though the capability is there to do so, and there's not even any branching like Choose Your Own Adventure. The interface is still kind of rough; I definitely haven't worked out all the kinks in deciding when to show which options to the user. I don't even know whether I should be showing or hiding clickable words. (Right now they're hidden because that's the last thing I tried.) Basically, I'm still exploring the idea, but I'm interested in your comments.
Anyway, if you like, you can [url=/shit/test.html]try it out[/url] and tell me what you think. Click on words that are clickable to get a menu of things you can do. Once you've seen everything in the game, maybe you'd be interested in peeking at the [url=/shit/timemachine.xml]story's source code[/url] (not the engine's source code) to get a feel for what writing IF in this sort of system might be like.