Matrimony

Play the Full Game here.

My Role: Everything

Tools: Twine

Marriage changes you…

Three days before her wedding, an unhappy bride begins to morph and shift. Of course, she knows that engagement brings changes, and marriage even more -- that's only natural. But nobody told her she would find them carved within her flesh.

Navigate the nuclear world of the early 1950s. Ruin relationships or build them. Comply with society's expectations or turn against them. Reject the changes... or embrace them.

Background: This story was the capstone to my 2023 Summer Scholars research project. Rather than taking a solely academic look at gaming, the creative writing element of my research enabled me to put into practice the theory and advice I’d studied throughout the rest of the summer and gain insights from the experience that observation alone can’t convey. The narrative is loosely based on a flash fiction piece I wrote two years ago.

Objectives:

  • Create a compelling interactive narrative with ample player choice

  • Apply video game theory in a practical way

  • Integrate computer science into a narrative context

Below: bird’s-eye view of my Twine story map. 4 chapters, 8 endings, and nearly 500 nodes.

My Role

Matrimony was a solo project, and I personally created every component except for the cover illustration. Some of the major tasks included:

Research. Because this story was the capstone to my summer research, quite a lot of theory underpinned its creation, and a lot of thought was given to considerations like the Paradox of Choice and the story’s structure in relation to other games of its type.

Eight distinct endings. To make for a compelling experience, I wanted players to have tangibly different outcomes based on the choices they made. Broadly, the endings fall into the categories of leaving town, staying with parents, or getting married, but the specifics of each change in overt ways to make sure the outcomes feel distinct, memorable, and satisfying.

Eight major conversations. Each noticeable tangle of nodes in the map above denotes a conversation. To make these feel realistic, each node needed to have several possible dialogue options, which then interconnected to ensure that the conversation moved forward and not simply in circles.

Five major characters. Over the course of the story, the player has the chance to interact with a variety of characters in addition to controlling Barbara, the protagonist. I was careful to make each person distinct, with their own motivations, opinions, and patterns of speaking. My personal favorite was Carolyn.

Variable and choice tracking. To ensure that the story’s events and descriptions reflected the player’s past decisions, I built in conditionals that took into account not only their explicit choices, but also variables behind the scenes that tracked their play style and character relationships.

Challenges

As wonderfully full of potential as the genre of interactive fiction is, the act of writing it is not always rosy—a lament as old as the written word. Like the branching text itself, creation is a nonlinear process of looping around, diverging, and rejoining.

Creative Reflection

I spent 10 weeks on this project and learned a great deal in the process. Here are my two greatest creative takeaways.

1. Narrative design is a disciplinary bridge.

As a student of both creative writing (my major) and computer science (my minor), this project was an exploration not only of the video game medium, but also of how truly interdisciplinary of a subject it is. While I was studying theory and playing through my reading list, I also made a point of taking two courses in Udemy to strengthen my understanding of how game engines and technical software function behind the scenes in my favorite story games.

In creating my own game using Twine—an extremely basic branching narrative software with minimal code elements—I found myself thinking like a computer science student far more often than I expected. Keeping track of and incrementing variables, thinking through if/else statements, and quantifying game elements like character relationships behind the scenes were all informed by my time writing code and pondering programs. Certainly, one would be able to create a simple Twine game without incorporating variables and if/else statements. But it would be difficult to design a game with a noticeable amount of narrative interactivity without these technical elements. Even without any dedicated “coding” in the creative portion of this project, it helped to be able to think like a programmer: anticipating irritating bugs, keeping my work well-marked and easy to follow, and giving forethought to how the branching elements interact with each other. All of these were critical to keeping my project streamlined and under control.

This becomes exponentially truer in large games created in real game engines rather than the simple HTML of Twine. Unity, the industry standard game engine, is an incredibly complex beast that utilizes the C# programming language to interface code and design elements, and it’s difficult to understand just how intricate this system can become if one hasn’t attempted to learn how to use Unity to begin with—and infinitely more so if one hasn’t even touched a programming language before. This is why I believe it’s important for anyone interested in narrative design to have at least a rudimentary understanding of programming and how their writing will be implemented by other designers. The video game industry is one of intense cross-discipline collaboration; contributors from business to marketing to programming to user interface must all work together to create a coherent final product. It’s important for everyone to understand and appreciate the fields they will be working alongside.

Scholarly work tends to look backwards at the past—what’s already been written—rather than ahead at the future. But the most interesting question when it comes to video games is not what video games have done already, but what they might do next in the hands of the subsequent generation of writers.

As interactive narrative becomes more mainstream, incorporated more fully into big-budget games and given the spotlight in conventions, conferences, and creative circles, it’s inevitable that the medium will only strengthen. Software like Twine, Fungus, and Articy are widely available and easy to learn, allowing writers to explore the basics of the format without too steep of a learning curve, and the more determined among them can learn the code behind these programs that will enable them to strengthen and deepen their stories. It wouldn’t surprise me if a writer with no computer science background whatsoever would find that learning a programming language becomes easier after experimenting with branching narrative, as it seems to require similar mental muscles, and the two are deeply wedded within the game industry. I anticipate the software for producing interactive fiction, as well as general knowledge of this new storytelling medium, will only become more accessible and widely recognized.

Just as important as the availability of software is the inclusion of interactive fiction as a subject for education, giving current students the tools to innovate in the already innovative genre with their own future interactive stories. As it gains more attention in academic circles and a new wave of students who grew up on games become educators, scholars, and professors, game stories might even become a subject of college classes and popularized as a subdivision of creative writing. The commonly taught formats for fiction are currently short stories, longform works, and flash fiction, but perhaps soon, interactive fiction will be added as well. Video games are not a field confined to the computer science department, as this project has shown; they have as much to teach an English student as any Austen novel—and, considering how many students game, quite an attractive one for any student perusing a class catalogue. Given the popularity of the lone video game class offered at Denison, this is an interest schools should absolutely lean into. Video games and the stories they boast are not the tiny niche they once were. Interactive fiction has worlds to teach.

2. We are only just beginning to realize the creative potential of video games.

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