My Second Twine Game: Haunted

Me and my Head

I am apparently now in the habit of posting late. So a week or so after the WordPlay Twine Workshop with Christine Love, and exploring Faerie Dark’s world of interconnected Twine games and stories–essentially the progression of a universe-seed in progress–I felt compelled to make another Twine.

My first Twine game was mostly an experiment to see what I could apply in a very basic way to the software medium. I wanted to see if I could tell a story and use the medium to mimic page-turnings, or panels, or–if you prefer–punctuation. With this game, I wanted to do two things.

First off, I wanted to make sure what I did before wasn’t a one-off and I wanted to keep up the practice for when I create some of my more involved works. Luckily I have the template of “Level-Up” to work off of as well as some Twine tutorials and the instructions of Anna Anthropy and Porpentine as well as Gaming Pixie’s advice to go off of too.

But the second reason I made “Haunted” is because I wanted to make both a longer story and something personal. And this story is personal. I don’t just mean that it is based off of some of my life experience, which it is, but it really taps into feelings. I wanted to make sure that I could do this. It feeds into part of a feeble excuse in which I didn’t edit the text or anything, just because it was something I wanted to say and express while it felt real and fresh and, more importantly, tangible and cohesive in my mind. So, in part, I am basically taking Twine and telling a story as flat-out as I can and I admit that process is rather cathartic, if nothing else.

This also gave me an opportunity to explore the boundaries of my own ignorance. Right now, I am at the stage where I am basically taking basic Twine hyperlinking and knowing how to make titles and attribute my name and nothing more. I don’t know how to grey-out or eliminate links once they are chosen. I don’t know how to affect the game when certain items are chosen or not, or when certain places are clicked on or not selected. I have to be mindful about what words I will be using to click from one plot box to the next.

Sometimes I have made mistakes. In my old Twine story, I didn’t even unload it to Philome.la, a free Twine Twitter-based hosting site, properly. It took a few tries and I succeeded thanks to the very prompt and patient guidance of one Colin Marc. This story, such as it is now, is structurally limited but it is more of a game than the first one is. There is more exploration and you will have some–albeit simple–options. I am still focusing on story and expression, this time more personal expression, but I hope to eventually make a stronger game mechanic to make that exploration more potent … with editing, I assure you.

That said, I can see some “dictatorship of the narrative” going on here and I don’t know how well a more generalized audience will be able to relate to this game, but as I have said many times this is a story and I am working on one thing at least that might be a bit more inclusive. At very least and if nothing else, I made an experience and a story.

So here is my answer to the question of whether or not you can haunt the places of your own life. I hope you will appreciate it, and take it for what it is. Until next time, my friends.

For now, become Haunted.

ETA: Based on scraps of what I can remember from Christine Love’s Workshop, I believe I recall what the vertical bars, the |s do. They actually create Headings so that you can Rewind your game to that point and start off from there again instead of doing it all over. I will keep that in mind next time once I figure out how to utilize it properly.

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