{"id":970,"date":"2017-07-13T10:25:48","date_gmt":"2017-07-13T10:25:48","guid":{"rendered":"http:\/\/mathesonmarcault.com\/?p=970"},"modified":"2017-07-13T12:31:19","modified_gmt":"2017-07-13T12:31:19","slug":"twine-travel","status":"publish","type":"post","link":"http:\/\/mathesonmarcault.com\/index.php\/2017\/07\/13\/twine-travel\/","title":{"rendered":"The Twine Traveller"},"content":{"rendered":"<p>&nbsp;<\/p>\n<p>We recently made a short game called <a href=\"http:\/\/onenightinskegness.com\">One Night in Skegness<\/a>, for the wonderful\u00a0<a href=\"http:\/\/www.sofestival.org\/\">SO Festival<\/a>.<\/p>\n<p>It&#8217;s a Twine game, and it takes maybe 5-10 minutes to play. Which you can do now, it&#8217;s at that link above! Or\u00a0<a href=\"http:\/\/onenightinskegness.com\">here<\/a>! (Better with your sound on, but it works fine without.)<\/p>\n<p>It&#8217;s pretty simple, as a play experience. Your character travels between a few different places in Skegness, and visits a few different historical eras. There are some low-key adventures. There are a few jokes. There&#8217;s a robot, there&#8217;s mild peril, there&#8217;s a chance to change the future. If you&#8217;re lucky and careful, you&#8217;ll return to 2086 and see what changes your journey into the past made.<\/p>\n<p>But we thought it might be interesting to write a little bit about the process of making a time travel game in Twine.<\/p>\n<p><!--more--><\/p>\n<p><strong><a href=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel.png\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-973\" src=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel.png\" alt=\"\" width=\"1200\" height=\"624\" srcset=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel.png 1200w, http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel-300x156.png 300w, http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel-768x399.png 768w, http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/twime-travel-1024x532.png 1024w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><\/a>TIME TRAVEL IS COMPLICATED<\/strong><\/p>\n<p>Our game has a SUPER simple structure. There&#8217;s Skegness, which you can visit in several different eras (the 1500s, 1880s, 1920s, 2010 and finally your home in 2086). There&#8217;s five or six core locations which you can move between &#8211; mostly the same locations in each time, so you can get a sense of how they change through Skegness&#8217;s history. And that&#8217;s pretty much it.<\/p>\n<p>And yet, the mess of a map above. This game isn&#8217;t more complicated than other games we&#8217;ve built in Twine, it doesn&#8217;t have more passages, it just looks like\u00a0<em>more of a mess\u00a0<\/em>because there&#8217;s more connections between different passages, a less linear way of navigating the space. When we&#8217;ve used Twine before generally there&#8217;s been a sense of forward motion through a narrative, even if there are many branches and paths &#8211; in this case it&#8217;s a much more spatial arrangement that players pick their own path around.<\/p>\n<p>In terms of practical Twine-building, this meant we put half a dozen passages at the heart of the game &#8211; \u00a0the pier, the foreshore, the clocktower, and so on, with links to let people wander between them in a trad interactive fiction kind of way &#8211; and then called up a different version of their description depending on what time it was and whether you&#8217;d been to that place in that time before. (The &#8220;once&#8221; and &#8220;later&#8221; in Leon Arnott&#8217;s wonderful <a href=\"https:\/\/www.glorioustrainwrecks.com\/node\/5462\">Replace macro set<\/a> is SO GREAT for this, showing a different version of a passage the first time you visit it &#8211; in the past I hadn&#8217;t encountered it and spent a lot of straightforward but <em>very tedious<\/em> time setting and checking $ifVisitedBeehive variables).<\/p>\n<p>Fortunately for us, most of the changes that you can make in <em>One Night in Skegness<\/em>\u00a0can&#8217;t have huge immediate ramifications. There&#8217;s no way to paint the pier yellow in 1890 and then see it still a weird dirty mustard in the 1920s. The past of Skegness has already happened, after all, and the game represents that actual past &#8211; we didn&#8217;t want it to be actively misleading. So the changes that you make in the more distant past\u00a0<em>mostly\u00a0<\/em>play out only when you get back to 2086 &#8211; a time period we could be much freer with on account of it, y&#8217;know, not existing yet (there are a couple of exceptions, mostly around changes that are clearly very silly and that nobody is going to mistake for reality).<\/p>\n<p><a href=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/1500.jpg\"><img decoding=\"async\" loading=\"lazy\" class=\"alignnone size-full wp-image-975\" src=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/1500.jpg\" alt=\"\" width=\"960\" height=\"990\" srcset=\"http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/1500.jpg 960w, http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/1500-291x300.jpg 291w, http:\/\/mathesonmarcault.com\/newwp\/wp-content\/uploads\/2017\/07\/1500-768x792.jpg 768w\" sizes=\"(max-width: 960px) 100vw, 960px\" \/><\/a><\/p>\n<p><strong>ADVENTURES<\/strong><\/p>\n<p>Each time period you can visit also has a couple of small-scale adventures branching off from particular time\/locations. These adventures are very short, and much more like a traditional choose-your-own-adventure story fragment &#8211; you make a couple of choices, and then good or bad things happen. At the end of an adventure, you usually end up where you were when you started &#8211; a particular time, a particular place &#8211; and you can wander around in an open-ended way or go back to your machine and travel to a new time.<\/p>\n<p>The adventures can result in a few different things:<\/p>\n<ul>\n<li>You change the past, and therefore the &#8220;present&#8221; (should you make it back to 2086) will be different as well<\/li>\n<li>You collect an object which you can potentially use in another adventure<\/li>\n<li>You get trapped in the past for ever &#8211; though most of the time that only happens if you&#8217;re <em>really<\/em> insistent on doing something silly<\/li>\n<\/ul>\n<p>The non-linear nature of the exploration means there&#8217;s a lot of straightforward but\u00a0<em>very tedious\u00a0<\/em>writing: any time you can use an object, for example, we need to think about every object you might possibly have with you. This is, again, the sort of work that I assume people working in parser IF are very used to, but it&#8217;s not the kind of thing that&#8217;s come up for us while using Twine before.<\/p>\n<p><strong>ENDINGS<\/strong><\/p>\n<p>We wanted the game to take maybe ten minutes to play at most. We also wanted it to feel like there was a real ending with a chance of success, rather than just a sense of exhaustion from having run through all the possibilities (which was a risk with an early draft of the game). So we limited the use of your time machine. It&#8217;s narratively a pretty shonky time machine anyway, so that seemed to make sense.<\/p>\n<p>It&#8217;s not a hard limit, a set number of turns. Instead, each time you travel, the machine degrades a little, and there&#8217;s a slowly increasing chance that it won&#8217;t work next time. If you have to use the machine in a hurry (say, because you&#8217;re running away from an angry crowd), the chances get even worse. So, you know &#8211; maybe you should get back to 2086 while you still can?<\/p>\n<p>It&#8217;s difficult, but not impossible, to travel to all the different times (1500s, 1880s, 1920s and 2017). But you can&#8217;t waste any journeys. And you need to charge up your machine pretty well to start with &#8211; which brings us to the minigames.<\/p>\n<p><strong>MINIGAMES<\/strong><\/p>\n<p>Skegness, as a town, is just crammed full of entertainment history. Arcades, daredevils, competitions, sideshows, fortune tellers, rollercoasters &#8211; its history from the 1880s onwards is pretty much a summary of the history of seaside entertainment in England.<\/p>\n<p>To acknowledge this, we wanted to include a few minigames as part of the overall work &#8211; tiny little puzzles or tests of reaction speed, like you might get on real arcade machines. Again, there are a ton of Twine macros that already exist that people have used to do this sort of different type of interaction with text &#8211; options which disappear if you aren&#8217;t quick enough to click them, choices that you can scroll through indefinitely.<\/p>\n<p>We decided that your time machine would require a little game of whack-a-mole to power up, and that you&#8217;d be able to find a sideshow or an arcade machine that you can actually play in a couple of different eras. These are really, really simple games &#8211; click on something before it disappears, deduce the word in a Typeshift-inspired puzzle &#8211; but it was a lot of fun to think about what Twine is actually capable of in terms of non-narrative gameplay, just using its existing capabilities.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; We recently made a short game called One Night in Skegness, for the wonderful\u00a0SO Festival. It&#8217;s a Twine game, and it takes maybe 5-10 minutes to play. Which you can do now, it&#8217;s at that link above! Or\u00a0here! (Better with your sound on, but it works fine without.) It&#8217;s pretty simple, as a play [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":981,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"image","meta":{"_mi_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"footnotes":""},"categories":[10,15,2,3,7],"tags":[],"_links":{"self":[{"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/posts\/970"}],"collection":[{"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/comments?post=970"}],"version-history":[{"count":5,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/posts\/970\/revisions"}],"predecessor-version":[{"id":983,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/posts\/970\/revisions\/983"}],"wp:featuredmedia":[{"embeddable":true,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/media\/981"}],"wp:attachment":[{"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/media?parent=970"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/categories?post=970"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/mathesonmarcault.com\/index.php\/wp-json\/wp\/v2\/tags?post=970"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}