Twine
I’ve been toying with Twine . Not like a cat with wool, you understand (though maybe like a cat with wool, because I find it very difficult to leave it alone now I’ve started), but with an open-source tool for telling interactive, nonlinear stories. I’m thinking about using it to create an interactive narrative based around Portus. Inspired by the Honda Type R interactive YouTube ad, I have this idea about the user being able to flick between the present day and one or more periods of the port’s Roman development and decline, while they also get the better idea of how the various spaces connect and relate to one-another. I also have this crazy idea about using it to navigate other student’s creative course work. Which is all very ambitious for someone who knows very little at Twine.
So this week I’ve been learning about Twine. And the best way to learn about it is to play with it. And its fun. It is so much better than HypeDyn, which has a very similar model. It’s so much more intuitive, easier to use and, dammit, prettier. It may turn out not to be quite as functional at HypeDyn, but so far, everything I’ve asked of it has (with only a little Googleing for help) been as easy as pie. What I haven’t yet fully scoped is how procedural it might be. On the surface, it seems everything the player reads has to be written, though it can be shaped at least by variables “if/else” functions.
So, given that I needed to have a structure, a story, in mind to get the most out of my practice, I haven’t started with the Portus Twine. Instead I’ve used a story that I’ve had knowing about in my brain for quite a while. Its a piece of “fanfic” if you will, a story featuring the characters from the little known (but much loved) short-lived TV series, Firefly. Its a story that I’ve told interactively before (frequently in fact), around a table using a variety of Roleplaying Game systems. Players of all sorts have made all sorts of choices, so while I can’t claim to be able to predict everything a player might want to do, I do have a good understanding of the choices they usually want to make. I’ve also discovered that the story can have a number of different, yet satisfying, endings and got a good idea of how the emotional ups and downs of the story feature in the narrative.
I’ve not done it all of course, just the first scene. But I have managed to do something I’ve been wanting to try for some time, and that is let the player’s actions decide who their character is, and thus what their point of view will be for the rest of the story. It’s only a short scene (very short if you are a gung-ho sort of player who jumps in with both feet). Short enough in fact to try multiple times to see who you end up as. Give it a go. tell me what you think of my first attempt.
If you’d like to have a go yourself, this a very easy and useful introduction, and this is a very snazzy presentation. It is notably how the award winning game Depression Quest was created.