To be honest, I don’t have a concrete concept. In looking at the examples, I think it would be interesting to work with Twine, so my only inclination (at this point) is to exploit the form of Twine itself and play with themes of audience agency, or agency as a whole. I think it might be interesting to explore interactivity with a text that hinges on agency or control. Immediately, I thought of 1984 and Fahrenheit 451, but neither text is set to enter public domain until the 2040s. Regardless, this is an idea in its infancy. I plan to explore the features of Twine and see if there’s any aspects of the form that demand acknowledgement in the project, or that bring up any interesting concepts or challenges.
I’m also considering different formats such as Inform and Bitsy, but that may be best for more freeform, spatially-oriented interactivity (i.e. walking around a map vs. the choose-your-own-adventure format of Twine). The implications of this kind of play bring to mind the video game Undertale. For the uninitiated, Undertale is an 8-bit game released in 2015, where the narrative relies not just on your immersion in the game, but your understanding that you are not just a character on the screen. Certain characters intentionally break the 4th wall and talk to you, the player. They even interact with metadata of the game by affecting save files, and preventing the player from using buttons built into the game screen. The overall effect is the understanding that you as the player have choices outside the mechanics of the game. You don’t have to follow the form of the video game RPG and cut a bloody path through the game to gain levels and beat the boss. You can choose to be merciful, and in doing so, you break the pattern of the game itself and save everyone, even the villains.
I think this is an interesting mechanism. Especially in dour social commentary, the ability to move within the story without the same shackles as its characters is a powerful narrative device. In writing this, themes of helplessness or oppressive structures, etc. might also be interesting to explore. Regardless of how hopeless the narrative may be, speculative and cautionary fiction rely on the idea that the audience should learn from the story. In giving the audience freedom to move within the story, we can produce not a lesson learned, but a sense of freedom to enact that lesson. Alternatively, one could use the same agency to drive home any feeling of hopelessness. By structuring the playable product in a way that allows the player agency but no power to change the narrative, one could create a deeper empathy in the player for the characters that are “trapped” in the narrative. For now, I’m not sure which direction to go, or which text to explore. Any suggestions would be fantastic.








