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"Gameplay Platform" field mixes gameplay platforms with development systems #480

Description

@dfabulich

On the entry page, authors can choose from the following "Gameplay Platforms":

{
    "website": "Browser-based JavaScript",
    "inform": "Glulx or Z-code, not packaged with a website",
    "quixe": "Glulx, using Inform's \"Release with a website\" feature",
    "parchment": "Z-code, using Inform's \"Release with a website\" feature",
    "inform-website": "Glulx or Z-code, presented within a custom website",
    "adrift": "ADRIFT (download-only)",
    "adrift-online": "ADRIFT (online play available)",
    "adventuron": "Adventuron",
    "choicescript": "ChoiceScript",
    "hugo": "Hugo",
    "ink": "Ink",
    "quest": "Quest (download-only)",
    "quest-online": "Quest (online play available)",
    "tads": "TADS (regular UI)",
    "tads-web-ui": "TADS 3.1 Web UI",
    "texture": "Texture",
    "twine": "Twine",
    "unity": "Unity",
    "windows": "Windows executable",
    "other": "Other"
}

But most of these are development systems, and not gameplay platforms. They have confusing overlap.

  • Adventuron, ChoiceScript, Ink, Texture, and Twine all just generate websites. They should all just be "website."
    • Sometimes authors of these systems select "website", e.g. Twine authors select "website", and thus we lose track of the author's development system
  • Unity generates Windows executables (and macOS executables)

Also, we have pairs of options depending on whether the author did or didn't provide their own website in addition to a game file, but we're missing some. For example, Unity can generate a website, but there's no unity-online option.

I think the thing to do is to make a separate field for what development system the author used (with options like Inform, Twine, Unity, etc. including a fill-in-the-blank "Other" field) and a section for "Gameplay Platforms", which would be a list of checkable boxes:

  • Web browser (offline supported)
  • Web browser (online only)
  • Glulx interpreter
  • Z-Code interpreter
  • ADRIFT interpreter
  • Hugo interpreter
  • Quest interpreter
  • TADS interpreter
  • Å-machine interpreter
  • Windows executable
  • macOS executable
  • Other (fill-in-the-blank)

This would allow you to select as many platforms as you support.

For example:

  • a Unity developer who generates executables for Windows and macOS and a web-playable version would select "Development System: Unity", and check "Web browser (offline supported)" "Windows executable" and "macOS executable"
  • A Dialog developer who generates a Z-Code file, an .aastory Å-machine file, and a website would select "Development System: Dialog", and check "Web browser (offline supported)", "Z-Code interpreter", and "Å-machine interpreter"
  • An Inform developer who generates a Glulx file and a website would select "Web browser (offline supported)" and "Glulx interpreter".
  • An Inform developer who generates a Glulx file without a website would just select "Glulx interpreter"; we'd make the game playable online via Parchment.

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