If you’re unfamiliar with CoG’s work, think of it as a (much more) sophisticated digital version of the “choose your own adventure” titles from the 1980s.
My current progress on the project: I just crossed the halfway mark on the draft of the game. If we count by chapters, I’ve finished six of twelve so far. If we go by “word” count, it’s probably short of halfway because I suspect the code part of the writing will become more complex as I close in on the climax.
That “word” count is a good way to give you some idea of the difference between this kind of project and straight prose. In a typical novel, my chapters typically run an average of 2,500 words or so. The chapters in the game probably cover the same range of plot development as my prose, and display to the reader/player a similar amount of narrative.
However, when we include the code along with the narrative the reader/player doesn’t see (for instance, because they went out the door rather than the window) each game chapter runs from 5,000 to 10,000 “words,” that’s 2x to 4x the amount of writing for a comparable prose chapter.
Some non-spoilery details about the game so far: You will be playing a non-human— fox, tiger, rat, capybara, etc. The setting is a non-human ghetto, the eponymous Moreytown, in a unspecified US metropolitan area. It will have street gangs, drugs, and explosions. It will have fights, cults, and, potentially, interspecies romance.
I will keep everyone posted as this works its way through the development pipeline.