Steph_McNeal
Virgin
- Joined
- Mar 12, 2026
- Posts
- 6
Just thinking about how tremendously helpful it would be to know how the readers interact with your story. Knowing which paths are popular, where readers bail, where they get stuck or what they gravitate to would allow us to craft way better experiences.
Now, I'm not a developer but I can imagine this should be one of the main advantages of interactive stories. People interact with the stuff. So capture that interaction somewhere, and you have a goldmine of info on what works and what doesn't. Unfortunately, from what I understand, no such thing exists for Ink. And even if it did, doubt if this platform would implement it anytime soon.
All we have to go on now, is some vague indicators of popularity; the vote score mainly. It tells you if people generally like or dislike the whole thing. Which is nice, but hardly helpful. If you are very lucky, readers take the time to leave some pointed feedback in the comments.
I thought of a very primitive analytics system that maybe could offer a glimpse into how your readers move through your creation. Maybe I'll give it a shot in my next story.
Basically, you create a variable that will store all choices the reader makes.
Then at every choice, you add a keyword representing the reader's choice. This happens without the reader noticing.
Then at the end of the story, just before the final -> END-divert, you print out the whole thing, and ask the reader to kindly, pretty please, copy and paste it in the comments.
In the above example, going for the date option, then making out will print out 'date + madeout'.
So in theory, a reader that leaves a comment like: "Love your story!" or "Booo, you suck!" can now also easily include their entire journey. Those comments will provide you with a valuable insight into what this particular reader did to come to that conclusion.
You don't even need to tag all choices. Just the important ones, that divert to a different storyline, will already tell you a lot.
As said, it is very primitive and has a bunch of drawbacks.
Any thoughts?
Now, I'm not a developer but I can imagine this should be one of the main advantages of interactive stories. People interact with the stuff. So capture that interaction somewhere, and you have a goldmine of info on what works and what doesn't. Unfortunately, from what I understand, no such thing exists for Ink. And even if it did, doubt if this platform would implement it anytime soon.
All we have to go on now, is some vague indicators of popularity; the vote score mainly. It tells you if people generally like or dislike the whole thing. Which is nice, but hardly helpful. If you are very lucky, readers take the time to leave some pointed feedback in the comments.
I thought of a very primitive analytics system that maybe could offer a glimpse into how your readers move through your creation. Maybe I'll give it a shot in my next story.
Basically, you create a variable that will store all choices the reader makes.
Then at every choice, you add a keyword representing the reader's choice. This happens without the reader noticing.
Code:
VAR analytics = ""
Once upon a time...
* They went on a date
~ analytics = analytics + "date "
-> date
* They ignored each other.
~ analytics = analytics + "ignore "
-> ending
=== date ===
The date went well.
* They made out.
~ analytics = analytics + "+ madeout "
-> ending
* But they never spoke again
~ analytics = analytics + "+ neveragain "
-> ending
Then at the end of the story, just before the final -> END-divert, you print out the whole thing, and ask the reader to kindly, pretty please, copy and paste it in the comments.
Code:
=== ending ===
And that is the end of the story.
________________
This is the path you chose.
{analytics}
Would you be so kind to copy and paste this in the comments?
-> END
So in theory, a reader that leaves a comment like: "Love your story!" or "Booo, you suck!" can now also easily include their entire journey. Those comments will provide you with a valuable insight into what this particular reader did to come to that conclusion.
You don't even need to tag all choices. Just the important ones, that divert to a different storyline, will already tell you a lot.
As said, it is very primitive and has a bunch of drawbacks.
- It's only useful if people actually leave this in a comment. Only a small minority ever leaves a comment, so don't expect a pile of data to work with.
- Even if you do get a lot of comments, you have to go through them manually and draw you conclusions.
- In this setup, the variable is only printed at the very end of the story. That means you'll only get to see the paths from the people that actually finished the whole thing. People that got stuck, gor bored or bailed for any other reason won't show up on the radar unfortunately.
Any thoughts?