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Showing posts from March, 2015

Using Twine for Games Research (Part III)

Where we last left off, I described Twine's basic capabilities and illustrated how to use them in Twine 2 by way of a tiny hack-and-slash RPG mechanic. You can play the result, and you should also be able to download that HTML file and use Twine 2's "import file" mechanism to load the editable source code/passage layout.

Notice that, in terms of game design, it's not much more sophisticated than a slot machine: the only interesting decision we've incorporated is for the player to determine when to stop pushing her luck with repeated adventures and go home with the current spoils.

What makes this type of RPG strategy more interesting to me is the sorts of decisions that can have longer-term effects, the ones where you spend an accumulation of resources on one of several things that might have a substantial payoff down the road. In a more character-based setting, this could be something like increasing skill levels or adding personality traits.

Often, the game-…