Task 5: Twine task

Mystery of the potato stamps

The potatoes that Bob bought to make fries have been mysteriously carved into potato stamps. Which of the three new neighbours is the culprit? You, a super awesome detective, along with your equally awesome partner Detective Jocelyn, are on the case!

Click here to open Mystery of the potato stamps in a new tab for the full experience (recommended), or play a tiny version of it below.


Reflection

Strategy

The concept of creating branching scenarios is not new to me, but this was my first time making a text-based game and using Twine! I used to love the text-based Stickman murder mystery games, so I was very excited to create my own for this task.

In branching scenarios, the player is “give[n] the illusion of control” but the paths are determined by the creator (Bolter, 2010, p. 43), and I’m mindful that this makes for a certain “relationship between the [player] and the text” (p. 35). Considering this, to help minimize feelings of being forced to say certain things or take certain paths, I set out to write opposing choices for the player to ‘say’ or do whenever possible, such as:

    • “I’m all ready!” / “I need my coffee first.”
    • “I’m not sure if that sounds right.” / “That makes a lot of sense!”

Creation process

1. Prewriting: I started with what Bolter (2010) referred to as “prewriting” (p. 33). I decided on the theme, clues, and characters, and mapped out the major branches.

2. Design: I knew I would be jumping between descriptions, dialogue, and choices, and I wanted to ensure that these are presented clearly to the player. I tackled this using light CSS and HTML.

3. Build: I simultaneously created the branches, decided on details, and wrote the text directly in Twine. I especially appreciated Twine in this step of the process – I was reminded of Bolter’s (2010) description of an “electronic writing space” (p. 35), in that I found Twine effective in “tak[ing] care of the mechanics of maintaining and presenting both networks and trees” (Bolter, 2010, p. 35), which allowed me to focus on writing whatever came to mind!

 

 

 

 

 

4. Add images: I created quick sketches for key elements and added them in.


References

Bolter, J. D. (2010). Hypertext and the remediation of print. In Writing space: Computers, hypertext, and the remediation of print (pp. 27-46). Routledge.

Normandcompany. (n.d.). Stickman murder mystery games. Internet Archive. Retrieved from https://web.archive.org/web/20060807005748/http://www.normandcompany.com/STICKMAN/index.html

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