About I Dare Not Say
I.D.N.S. tips its hat.
An homage to the very early computer games such as those brought to us by InfocomĀ® like ZorkĀ®, Hitchhikers Guide to the Galaxy, Deadline, Suspended and many more for instance, as well as to any other text and plot and narrative, text entry type game. In these amazing legacy games the player is provided a text only interface and engages with an artificial intelligence in order to solve some mystery. Generally the program would respond by describing the results of any single action by the player, an action the player typed into a prompt for each turn. Responses could be as simple as the description and contents of a room if the player moved into it, or as complex as details of the plot, the dialog delivered by one of the fictitious characters in the story or even entire shifts in the story line.
These games were vastly popular and were incredibly immersive as a participatory adventure, similar to reading an adventure or mystery novel, except that the reader got to actually participate in the story. The better games allowed many variations of both the order the story was told and the outcome entirely. Goals could shift so that a success could be gained differently by pursuing different aspects of the same story. Technology limitations were often overcome by diverse environments, intriguing stories and plots, interesting characters and very rewarding challenges.

An online puzzle game like no other.
Uniquely, I Dare Not Say, while it utilizes a mostly text environment, it's greatest asset is that as far as the story and the adventure, the plot, characters and game play are not driven by an artificial intelligence, they are also not limited by the inflexibility of an entirely pre-written plot, story, characters, puzzles or any of the boundaries of the pre-written adventure landscape. An entirely open story architecture with truly endless possibilities is created by having only the smallest hints at a pre-design for any story.
In I Dare Not Say, the stories are called Missions and they all start with the same size of beginning and limitation... A title, basic summary and the first play by the writer. No further limitations exist beyond that (other than basic cleanliness guidelines that are moderated by a simple, self subscribed, ratings system). Once the player chooses a mission, they are presented with a first play. This is the introduction to their first slice of perspective into the story.

The duel and the duality.
I Dare Not Say is engineered specifically to be a dance, or if you prefer, a duel, between two actual people. Once the player takes a turn, writes all they would write, and submits, they cannot write again until the writer has written. Writers are carefully chosen either from admins or from expert players who really understand the dynamic, which can take a little getting used to, and are only assigned to players, and for missions, they are suited for. Their role is to make the missions as interesting and exciting and rewarding for the player as possible.
The player has a lesser role in the direction of the story, but unlike a player in any other game in existence, the player can significantly influence every aspect of a story, every nuance, every page of text, everything, simply by who they play and how they play that character.

Diversity of the story
One of the most empowering aspects of I Dare Not Say is it's architecture, that the stories, the very outcome of missions, are not ready-made. One story that starts with a character in a prison cell could end for one player with them as an astronaut leading the space race. Another player may play the same mission, even with the same writer, and could end up as the CEO of a Wall Street Company. Another still could end up playing football in the NFL. It's truly open ended.

What's in it for us?
We've thought long and hard about this and the truth of it is.... we really don't know. For many (more than 10) years there has been this instinct that there is some underlying value, an extension of this concept, buried deep within the lack of experience that exists with this type of story architecture. As far as we know, it's never been done like this before, never with this level of flexibility, participation or immersion. None of us has ever experienced anything like it or even heard of something similar. We've all had some experiences with role playing games, whether be it Infocom games, Dungeons Dragons, First Person video games, etc. We have a few ideas for where it might lead, but ultimately and intentionally, it all comes down to this, for us. It's a way to allow many varying types of creative storytellers and adventuring minds to collaborate in an intriguing outlet of mysteries.

But even more so...
We really hope to bring to our users a platform for creative story telling, exploration and discovery. A place where someone can partake of one or both types of partipants: The writer - who creates and manages a story, and/or a player - who explores the world of the story and tries to endure the challenges of the main character. We hope this inspires creativity inside and outside of our platform. We hope this provides a type of outlet for those who maybe haven't found the right fit for a way to spark their inner creative souls. And we hope to bring a shared joy in adaventure that we feel has been missing for a very long time...