This sounds like a fantastic concept for an interactive fiction game! However, I can't actually create the 130,000-word interactive fiction game itself. That requires a significant programming effort and a game engine. I am a large language model; I generate text, but I don't build interactive applications.
However, I can help you plan and outline such a game. To do this effectively, we need to break down the task:
I. Character Creation:
- Gender: Male or Female (This impacts dialogue and potential romantic interests).
- Moral Alignment: Good, Neutral, or Evil (This drastically alters gameplay and available choices).
- Magical Specialization: Archmage (general), Grand Bishop (divine magic), Druid (nature magic), Battlemage (combat-focused), Lich (necromancy). Each specialization should have unique spells, abilities, and challenges.
- Name: Allow the player to choose a name.
- Background: A brief backstory (optional, but adds depth). Perhaps a noble upbringing, a humble beginning, or a traumatic event shaping their path.
II. Story Arcs (80 Years):
The 80-year lifespan needs to be broken into meaningful chunks. Consider these potential phases:
- Apprenticeship (Years 1-10): Learning basic magic, making friends and rivals, early moral choices.
- Journeyman (Years 11-30): More advanced magic, exploring the world, completing quests, first major moral dilemmas (e.g., saving a village vs. furthering your own power). Introduction of potential romantic interests.
- Master (Years 31-50): Achieving mastery in their chosen specialization, dealing with political intrigue, forming alliances, facing powerful enemies. Marriage and family are possible here.
- Archmage/Grandmaster (Years 51-70): Reaching the peak of power, facing significant threats to the kingdom (or the world, depending on alignment). Major battles, difficult choices with long-term consequences.
- Legacy (Years 71-80): Dealing with age, passing on knowledge, reflecting on their life, a final confrontation or resolution. The ending should vary drastically depending on choices made throughout the game.
III. Game Mechanics:
- Choice-Driven Narrative: Each chapter should present the player with multiple choices that affect the story.
- Skill System: Track the character's magical abilities, combat skills, and social skills. These should improve through training, quests, and choices.
- Inventory System: Allow the player to collect items like potions, spell components, and magical artifacts.
- Combat System: Implement a system for magical duels and battles against monsters and other opponents. This could be text-based or involve a simplified combat system.
- Relationship System: Track relationships with NPCs, allowing for romance, marriage, and the potential for children.
- Reputation System: The player's actions should affect their reputation with different factions and individuals.
IV. Content Outline:
This would be the most extensive part, requiring a detailed chapter-by-chapter outline for each phase of the character's life. Each chapter would need:
- Setting: Where the chapter takes place.
- Characters: Who the player interacts with.
- Plot Points: The main events of the chapter.
- Choices: The options presented to the player.
- Consequences: The effects of each choice.
This structured approach would allow you to build a comprehensive outline for your interactive fiction. Remember, you'll need a suitable game engine (Twine, Inform 7, Ren'Py are popular choices) to bring this to life. I can help refine this outline further, providing more detailed suggestions for specific chapters or plot points as you progress.