Comments Though this game is going to be released in late March early April, during the design phase at least twice as many characters were conceived as were actually placed on the grid. The authors have some hopes, if the game is successful enough, to perhaps expand the game into an extended version. Before that would come at least one bug fix version of the release game. No promises when, but the likely release of a fix version would be a month or so after the release of the original. Tools used to play this game: This version of Dear Brian (1.1) is a TADS3 game, compiled on the 3.0.6g compiler. Tests running the game on the 3.0.5 interpreter have failed. If you want to get the latest interpreter, it can be found here: http://www.tads.org/t3dl.htm Scope and purpose of this game: This game is squarely aimed at the AIF audience. The authors have no real experience with IF norms, and if those in IF wish to hold this game to those standards, please understand. We learned how to write these games by emulating those who came before us, people like NewKid and Scarlet Herring. Guys like these are our examples. I say this partly in defense of the art that I do. I haven't played very much IF as it were. I don't care for IF puzzles or their solution. If I get interested in that kind of thing, I buy a copy of Chess Life and solve Andy Soltis's chess problems. And it doesn't help in that AIF is a euphamism for "crap" in the IF world. My recollection of Emily Short's reviews of IF for one year includes the comment, probably misquoted partly: "The puzzles in this game are the kind found in inferior AIF." It's hard to make such a statement unless you believe AIF is already an inferior product. The trend in AIF has been towards nearly puzzle free games. In this sense this game is something of a throwback. Puzzles are found in the game and it is necessary to solve them to finish the game. I do know that an author adding puzzles to a game when he himself doesn't like them much seems strange. I find it strange myself that I think in terms of puzzles when I write AIF. I offer no explanation for this, other than to say that's how I wrote the plot of this game. Dear Brian is a game, not a deep immersive simulation. We do experiment with conversational verbs (call [npc] about [topic], for example), we experiment with using quotes as an aside to the main plot. We do pander to IF norms in a couple ways. We use cheese in the kitchen, and we added a xyzzy verb. An IFer with some skill might be able to find all of the quotes but one without having any sex, or enjoy torturing Fluffy. But that's about it for the non-adult folks. Choices.