What Iâve done
In this workshop, we understand and create interactive narratives using Twine. We also learned key theoretical concepts such as cybertext, ergodic literature, and interactive storytelling, and then try to apply these ideas by analysing existing Twine stories and producing our group's own interactive narrative.
Key Concepts in Interactive Narratives
- Cybertext: Cybertext refers to texts in which the mechanical and structural features of the medium play a central role in meaning-making.
- Ergodic Literature: Ergodic literature requires non-trivial effort from the reader to navigate the text. In interactive narratives, readers are not passive consumers but active participants whose choices influence the progression and outcome of the story.
- Interactive Stories: Interactive stories are procedurally authored works in which the author designs the system, rules, and possible pathways, while the reader interacts with these elements to create a unique narrative experience.
Task 1: Experiencing and Analysing Twine Stories
We played at least one interactive Twine story, such as Space Frog or Nanopesos, or another Twine game available online.
While engaging with the story, we considered the following aspects:
- What is the story about, and what message does it convey?
- How effectively does the storyteller communicate this message?
- How does the narrative structure work? How many choices and pathways are available?
- What emotions does the story evoke, and how are these emotions created?
- What elements of the story are appealing or unappealing, and why?
- Does the story develop as expected?
Task 2: Creating an Interactive Story with Twine
- Design the overall structure of the story using a decision tree to map out possible choices and narrative paths.
- Create a new story in Twine, write passages, add links, fonts, and multimedia elements, and build interactive connections between passages.
More thoughts
Creating an interactive story based on Kirkgate Market was both an engaging and intellectually stimulating experience for me. By adopting the form of ârule-based uncanny narrativesâ, we attempted to disrupt playersâ expectations and evoke feelings of curiosity and uncertainty. I was surprised by how effectively unusual rules could transform a familiar space into something emotionally and conceptually complex. Through this process, I began to understand interactive storytelling not simply as a collection of choices, but as a carefully designed system in which structure, rules, and player agency work together to generate meaning. As players navigated the rules and consequences, they became active participants in shaping the narrative, which deepened my understanding of cybertext and ergodic literature in practice. Integrating themes of morality, ethics, and human nature also made me reflect on the expressive potential of interactive narratives. This project showed me that Twine can function not only as a technical platform, but as a medium for exploring human experience and critical questions in a more immersive and participatory way.
Reading references (Jordan, 2019)
- Creativity is a situated and embodied act, in which, through the (co-)creation of new knowledge, perceptions and understanding of the world are changed.
- A creative artefact may incorporate all sorts of innovatory techniques and approaches; yet, as Bolt notes, fundamentally, âit is not the job of the artwork to articulate these, no matter how articulate that artwork may be. Rather, the exegesis provides a vehicle through which the work of art can find a discursive formâ (2010, 33). The critical exegesis, then, is central to praxis-informed research, providing an alternative form by which new and emergent knowledge can be brought to bear on existing theories and ideas (Bolt 2011, 156).
- For Bolt, the work of art is therefore this embodied process of change, rather than simply the representational artefact itself: âit is through this dynamic and productive relation that art emerges as a revealing. The work of art is this movementâ (188, my italics).
- Yet what Iâve argued in this chapter is that we have entered a new cultural paradigm, one Iâve termed metamodernism. Associated with metamodernism is the creative modality of the map/rhizome/string-figure. Within this new modality, then, the notion of emotional and ethical âaffectâ is given renewed legitimacy, empowering situated and embodied-based concepts such as Boltâs materialising practice and Heideggerâs âworldingâ. Within metamodernism, creative practice is freed from postmodern âincredulity or ironyâ and instead grounded in new found understandings of âfaith, conviction, immersion and emotional connectionâ (Konstantinou 2017, 93). In this new modality, artistic practice is no longer simply representational but rather tactical or instrumental, âdesigned to do something to usâ (Konstantinou 2017, 94). Metamodernism therefore legitimates the ontological position where artistic affect and technical craft are materially intertwined. As such, it is here, in the analysis of such affective intervention and wider materialising practices, that any (practice-based) research needs to focus.
- In the reconfiguration of map/rhizome/string-figure, storytelling, whether digital or non-digital, operates within an enhanced ontological landscape.
- Postdigital storytelling is much wider, embracing both formal and informal modes and forms, such as social media and open web-based platforms; it embraces digital biography and non-fiction as much as fiction, prose and poetry. It is code, data, narrative and performance.