Twine
Synonyms: | |
See also: | bitsy, Ren'Py, Wiki, Interactive fiction |
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Twine is a free tool for creating text-based games that use branching storytelling. It is designed for usability and can be used by people with no prior experience in programming or HTML. A twine story compiles into a single HTML file. Anna Anthropy has written extensively about twine, with an emphasis on how it provides a medium for voices that are marginalized within the mainstream gaming community.
Twine is popular in fandom as a medium for creating interactive fanfiction and/or fangames.
Examples
Fanworks
Most Twine works are original fiction, but a number of interactive fanfiction and fangames exist, including:
- Ineffable Escape by smolalienbee (Good Omens)
- Hogwarts Consulting Detective: The Quidditch Poisoning by CormorantLighthouse (Harry Potter)
- The Lightning Thief by Axel, and Alby (Percy Jackson)
- The Usher Foundation by Apollo'sBoy (The Magnus Archives)
- Ill-Equipped to Lead Men (2023) (Our Flag Means Death)
- Spock Date Sim by bubbelpop2 (Star Trek)
- Klance Texting Game (2018) by Queerklancing (Voltron: Legendary Defender)
- How did Chewbacca get his WOOKIEE BOWCASTER? (2018) - (Star Wars surreal horror).
- Batman is Screaming (2012) by Porpentine - (DC surreal game)
Friends at the Table
A number of fangames for the podcast Friends at the Table have been made in Twine. This is one of the few fandoms that consistently make Twine works, likely due to the Secret Samol fanworks exchange. Some of these include:
- The Tower by Nat Silveira (2024)
- The Walls Know You by Emma Conner (2023)
- OPERATION. VERNACULAR. DECODER RING. MEMORY. (2021) by Emma Conner
- We Know Exolution by WhiteLightning (2020)
- The Confession of Captain Kent Brighton by Matthew Guzdial (2019)
Professional writers
Twine was also used by writer Charlie Brooker in the development of the Netflix's interactive film Black Mirror: Bandersnatch.[1]
Precursors
Twine is sometimes viewed as being a modern descendant of old-school web 1.0, namely GeoCities, LiveJournal, and MySpace. Twine works often have a similar design to old fansites, including hyperlinking, simple HTML, abundance of CSS and flashy graphics. The design and stories told on them are often of a personal nature. This combined with a prominent queer userbase, has led to comparisons with fan culture.
The appeal of Twine is the appeal of a GeoCities neighborhood (my first virtual “home” was in Area 51—for those unfamiliar, that was once the designated space for science fiction fandom and home to many writers of another important form of electronic literature—fan fiction). My GeoCities site was populated by animated GIFs “adopted” from online artists, webrings links to other preteens and teenagers with rambling, and confessional web pages filled with fandom, and most of my early writing (such as it was) was done in the collaborative, free-form space of a role-playing chatroom in my first fandom. (Which fandom is irrelevant and omitted here for self-preservation. OK, it was Mummies Alive!) Thankfully, any and all record of this appears to have been erased by the death of the old-school web (reader: do not view this as a challenge, please). These websites gave birth to the similarly aesthetically challenged chaos of MySpace, which similarly featured the web-1.0 look of clashing backgrounds, bad animation, and lots of flashing and moving parts[2]
By contrast, Facebook is boring, uniform, and tiresome, with a panopticon of profiles, all the same and algorithmically monitored. Interactive fiction constructed in parsers has always felt similarly off-putting to me—colorless and gray. Inform 7 has the cookie-cutter visual look of corporate web 2.0, despite its decidedly rebellious lineage. Twine, on the other hand, is the discordant, frequently visually dissonant development tool that seems to have grown up on GeoCities, MySpace, and LiveJournal[2]
Meta
- Twining: Critical and Creative Approaches to Hypertext Narratives (2021) by Anastasia Salter and Stuart Moulthrop
- Twine’s revolution: Democratization, depoliticization, and the queering of game design (2014) by Alison Harvey
- now we have voices (2013) by Anna Anthropy
- Creation Under Capitalism and the Twine Revolution (2012) by Porpentine
Resources
- Twine Official Website
- Twine for PC and Mac
- Twine games on Itch.io
- Twinehub collecting games for playing and resources for game-writing
- Twine Grimoire - an unofficial tutorial made by Twine users
References
- ^ Reynolds, Matt (December 28, 2018). "The inside story of Bandersnatch, the weirdest Black Mirror tale yet". Wired UK.
- ^ a b Twining: Critical and Creative Approaches to Hypertext Narratives, by Anastasia Salter and Stuart Moulthrop (2021), Chapter 2-T2, pg. 79-80