Does it make sense to use a narrative scripting language for scripting the silent parts of world progression?
Narrative scripting languages like Yarn Spinner or Inkle were originally meant for writing dialogue, but I think they can also be used for scripting the world progression even when no dialogue or even narration is involved.
Example for something silent that can be scripted with a narrative scripting language:
When the player pulls a lever...
Move the camera to show a certain gate
Open the gate
Move the camera to show something interesting behind the gate
Return the camera to the player
Even though no text nor voice are involved here, I think a narrative language will still fit better than a traditional scripting language because:
Narrative languages describe everything in steps. Scripting languages will need to work a bit harder to generate steps the actual game engine can use.
Narrative languages have visual editor that can help showing the flow of the level as nodes.
The interface between a narrative language and the game engine tends to be seems to tend to be higher level (and less powerful) than the one with a traditional scripting language.
On the other hand, flow control seems a bit more crude and ugly with narrative scripting languages than with traditional scripting languages. It should probably still be fine for simple things (e.g. - player activates a keyhole. Do they have the key?), but I wonder if a game can reach a point where it becomes too complex for a narrative language (I'm still talking about simple world progression, not full blown modding)
If I bake the complex flow into the game code itself and invoke it from the narrative, I can hopefully get away with not having scripting at all (other than the narrative). Not sure if it makes sense, but I have a feeling that integrating a scripting engine is much harder than integrating a narrative engine...
Of course, I need to be careful not to fall into the trap of using that complex flow all over the place once it's in the game code...