In Chapter Four, Rettberg explains "interactive fiction", seen first as an adventure game, or a choose-your-own-adventure where the player can interact with said platform and essentially create or choose the outcome. It's hard to lose the "creative spark" in interactive fiction, because there is always something new to create or solve. When I think of interactive fiction, my mind instantly goes to Twine, as I've had experience in creating an interactive story. Which is why the Howling Dogs interactive story by the iconic Porpetine Charity, stuck out to me. This piece of interactive fiction was created on the one and only Twine.
This story throws the reader, or player into a seemingly never-ending loop of exploring the eery setting of a treatment center, (from what I've gathered), and by all means, I love a good interactive psychological map. Though as you continue to make your way through the game, the setting I guess, deteriorates? As the player begins to feel the feeling of losing their ability to care for themselves. It's definitely a mind-warp as I made my way through the game. Super interesting.
I definitely want to approach a project of a post-apocalyptic/psychological theme of interactive fiction. This chapter motivated me to want to dive deeper with Twine and create a choose-your-own adventure game.
I also explored Howling Dogs by Porpentine and liked the psychological theme of it as well. It was hard to get through the game - the eerie looping not only contributed to the theme but caused much frustration on my end (lol).
ReplyDeleteThe Twine rabbit hole is unending and all-consuming. Also, I agree with your point regarding preserving that 'spark' through diversity and uniqueness of experiences. Changing up the dynamics of your story can keep both creator and audience more interested.
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