One of the major strengths Wunderverse has over other text-based adventure games is the myriad of options available to the writer/creator of a game. At the beginning you have the option of using a human character or animal or whatever species you like. They can talk in english, elvish, bear, you name it. They can be in possession of a weapon, money, or nothing. And they can also come equiped with skills like picking locks, computer hacking or anything else you can think of. It’s a cliche, but the possibilities are only limited by your imagination. The original idea behind Wunderverse was to create a text-based adventure game that provided tons of gameplay options without requiring any programming skills. With this in mind, Shawn has woven together an engine that can be tuned to any sort of story you desire. You can create objects for people to use and share. Story points can be used to create locations inside your story, or as plot devices within a location or a combination of both. There are so many more options available as a game writer in Wunderverse that it would take up way too much space to write about in a simple blog. Suffice it to say, writing a Wunderverse story is like discovering an entirely new medium. I’ve written three novels and a few screenplays, but there is nothing that compares to writing for an interactive adventure game using this new tool. Hopefully, I’ve intrigued any writers and/or game designers out there to pick up a copy of Wunderverse when it becomes available and discover what a truly remarkable piece of software it is. And most of all, it’s fun!