With it being October now, I find myself pondering whether to do some creative writing this coming November as I have done for the last few years. And I think I’m going to, only this time try something a bit different.
I’ve been meaning to check out the well-known interactive fiction creation software Twine for quite some time now, and this November feels like an ideal opportunity to do so. I’ve been having a little fiddle with it this evening in an attempt to get to grips with the basics, and I think I now know enough to be able to put together a convincing interactive story over the course of a month.
For the unfamiliar, Twine is an open-source piece of software that allows you to create primarily text-based games with hyperlinks as a means of interaction. In simple terms, it allows you to create Choose Your Own Adventure-style experiences, though with a bit of scripting knowledge and/or making use of the macros available in the various story templates, you can create somewhat more complex affairs with conditional branches, variables and all manner of other goodies.
Perhaps the most appealing aspect of the software for me is the fact that it’s entirely text-based and consequently carries no need for you to be good at graphics or sound design — and no risk of people accusing you of being “lazy” for relying on predefined assets. Everything in a Twine game is a collaboration between the author’s skill at writing and the player’s own imagination. (It is possible to add graphics, sound and music to Twine games for those who see fit, but doing so feels a bit like you’re missing the point somewhat.)
Another really nice aspect of Twine is the fact that it depicts your story as a flowchart, automatically creating new branches according to the choices you offer throughout. This makes it very easy to visualise the overall flow of your story and branch it off into different routes if desired; likewise, it allows you to bring divergent paths back together pretty easily.
I need to have a think about what sort of story I want to write and how it might be interactive — the latter being a consideration that you don’t have to think about when writing linear traditional fiction! Still, I’ve read plenty of visual novels for “inspiration” over the years, so hopefully it won’t be too difficult to come up with something; going by my previous experiences, however, the true challenge will be keeping the scale of the project in check so I don’t get too overambitious and start attempting to produce something that will never be finished in a month of development!
I’ll continue experimenting in Twine in the run up to November so hopefully by the time November rolls around I’ll be proficient enough in the software to produce something convincing. And then, of course, the final product will be playable by you, dear reader, should you so desire.
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