Cool cyberpunk text adventure
This is pretty cool, was this made in Twine? Can Twine do all these cool things easily?
http://aliendovecote.com/uploads/twine/sauna.html#8
http://aliendovecote.com/uploads/twine/sauna.html#8
Comments
Also, play that link, it's awesome.
I think it's in the first few pages of the first game somewhere that you don't really have different options to choose from, you can only select a very specific option. Now, what caught my attention here was that this:
BlaBlaBlaBla
You weep.
<<Click to continue>>
Is VERY different than this:
BlaBlaBlaBla
<<Weep>>
The second version(as it's found in the game) walks a fine line between commanding me as the player to do something and also allowing me to choose it as a person. So to continue as a player I have to perform the action of weeping. But as a person I can decide that I don't feel like weeping, at that point I stop being a player though.
This made me actually reenact the scene of weeping in my imagination. Specifically of ME as a person weeping. It connected me to the story in a much more concrete way than just reading that I'm supposed to be weeping as a character in the game. Actually I guess this is what games are all about right? It's an interactive medium, so if it doesn't ground you as a person inside the game world, then the immersion hasn't reached it's full potential. Not every game needs this type of immersion, but if it does work, then this is an awesome way to do it. I'm thinking of other games that split away from the action into cut scenes that have made me felt similar to the way the first method has made me feel. When I read about what I(my character) is doing, then it becomes just my character. But when I have to choose(as a person) what my character does, then that character is ME in a very real sense. I mean, I as a person am consciously choosing to perform this (imagined) action in order to continue.
Sorry if this didn't make a lot of sense. I was sort off thinking it up as I was typing. It just felt like a revelation to me.