The first reaction most people had was, "it's bigger than I expected." 575 pages to be exact. But that obfuscates the actual format of
Videogames for Humans: 27 different close readings / commentaries on short stories.
What those most people actually meant was that they had no idea that 575 pages of
thought on Twine was possible, that they're surprised Twine is
this big or that it is worth preserving on a tree carcass.
Preserving! In order to preserve something, it has to be more or less "over", and Merritt Kopas has a lot of feelings and anxiety about how Twine will be remembered. In the introduction, she confesses, "late 2012 and early 2013 was an extraordinarily exciting period for me [...] the 'queer games scene' covered by videogame outlets might not have been as cohesive as some accounts supposed, but for a little under a year, it definitely felt real,"
... then later she argues, "but I don't want Videogames for Humans to be seen as the capstone of the 'Twine revolution,' a kind of historical record of some interesting work done in the early 2010s."
So then, this book is partly an attempt to correct or amend a prior history... but not with more history. It wants to break a cycle.