twine game 2 - the last game you'll ever play
A downloadable game for Windows, macOS, Linux, and Android
The obsession I decided to pick was the Candy Cane Green Tea. The reason I decided to pick this was because of its obscurity but also it's familiarity to me. It was definitely my most enthused obsession out of all the ones I noted in my Magpie Book Assignment and because of this, I wanted to incorporate it in the game. I wanted to use this object in a loop, where we start with it as a vivid image in the game/how we establish the character, and end with it as a way to remind players of where we started.
The thematic argument I am making with the reader-player in terms of this game, though when making decision about mystical realities/realities that are not real and could never materialize in real life, this requires you to manipulate your morality and decision-making processes in order to include out-of-the-ordinary elements (i.e., choosing between rock, paper, or scissors, and this being dependant on your quality of life). This aligns with Greg Costikyan's definition of game; in my game, though the goal of the game is explicit, your decisions may trigger new challenges which may warp the entire point/goal of the game. With each decision, comes either consequence/sacrifice or persistence. Costikyan's definition emphasizes this aspect as integral to games as decision-making reveals players expressions, personalities, and strategies on how to win the game.
I chose to use the "key nodes" structure offered in "Branching Infinity." I chose this structure because I felt as if the format of my story/game best fit into this structure. As other structures suggest (i.e., the looping structure on page 6), there is a lack of a single cohesive ending. I felt my story/game better fit a single ending. I play-tested this game by sending the link over to some friends and asked them to play it. Some friends of mine said that there were points where they felt bound to certain decisions, so in those specific areas, I tried to incorporate other decisions without falling too out of line with the structure we were meant to follow. Some other feedback I got was to harp on moments of absurdity; my friends said though these moments were surprising, they felt more engaged with the game compared to when these elements were not included.
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