For the past several years, I’ve been interested in storytelling as a means of improving student communication skills in any media. When I talk to students about communication skills, we discuss the importance of knowing your audience and of thinking about one’s research or project a being an opportunity to tell a story. I’m always on the lookout for applications and tools that might be useful in the classroom to help put these ideas into practice.
A few years ago, I came acrossTwine, a tool for creating non-linear texts. It had potential, but at that time, the interface was a bit clunky, and didn’t seem intuitive enough for faculty and students to be able to pick up quickly. Enter Twine 2.0. A recent ProfHacker (Chronicle of Higher Education) blog post Starter Exercises for Interactive Storytelling, June 18, 2015, by Anastasia Salter, alerted me to a newer, easier to use version, with options for downloading or using it online. Twine casts itself as a game-writing tool, but more broadly it allows users to construct a story map.
What is a story map? If you were or had a child in the 80s or 90s, you may remember the popularity of the print “choose your own adventure” books. A story map allows you to graphically plot the paths that making a set of choices will take you down. This is the structure behind video games, as well as the “pick your next step” stories.
What can you do with Twine? Here’s what the Twine 2.0 guide says:
At its heart, Twine is a tool for creating hypertext. The difference between hypertext and a linear story, the kind found in books and magazines, is that it allows the reader to have some measure of agency. In other words, the reader has some ability over what he or she reads next. … [In creating a complex story or game] [b]ecause hypertext branches so much, it’s easy to get lost in your own work. Much of Twine is dedicated to helping you keep track of your work’s structure visually with a story map, so you can see what your readers’ experience will be like.
Can you build games with Twine? Of course! Twine has the capability to do conditional logic, so if the protagonist finds a key in an early part of the story, he or she can use it to open a door later on. It can also incorporate variables, which encompass the traditional trappings of games such as hit points and score. These, along with agency, are foundational concepts of interactivity, the currency of game design.
Beyond the gamification possibilities and the ability to create interactive narratives, Twine, and similar applications such as Inform 7 and Inklewriter, could be used more broadly for any activity that involves thinking critically about a decision process. Assignments that involve constructing a logic argument, inserting variables into an experimental model, or constructing hypothetical scenarios could all benefit from the features of Twine. Being able to “play” through the story map allows one to quickly identify flaws or problems.
There is a wiki full of information about using Twine. Get started with Twine 2: How to create your first story. Be sure you read Where Your Stories Are Saved before you start to avoid losing your work.