https://www.theverge.com/22321816/twine-games-history-legacy-art
"In the video game
Howling Dogs, released in 2012, players wake up in a
prison with few options: a shower, a nutrient dispenser, a garbage chute, and a
recreation room with a virtual reality headset. For the first few clicks, all
you can do is navigate the prison: getting your nutrient bar, cleaning up,
examining a photograph by your bed. Then you put on the headset, and you’re
thrown into a world of strange, vivid imagery. You live out a strange snapshot
life before being thrown back to the same tiny room. You click through the same
motions again and again, each time visiting a different world, as sparklingly
strange as the prison is dull.
This was Porpentine Charity Heartscape’s
Howling Dogs: a poem, a game, and
many people’s first introduction to an idiosyncratic piece of free software
called Twine. It was — and still is — one of the easiest ways to start making
games. An open-source program that produces web-based interactive fiction,
Twine can create branching stories simply by putting brackets around words. But
the tool is also nearly as flexible as the web itself. Since its release in
2009, it’s helped create a new kind of interactive art — strange, small,
lyrical, and often way outside the world of commercial gaming."
Via Glyn Moody, who wrote "excellent piece about fascinating opensource tool"
Share and enjoy,
*** Xanni ***
--
mailto:xanni@xanadu.net Andrew Pam
http://xanadu.com.au/ Chief Scientist, Xanadu
https://glasswings.com.au/ Partner, Glass Wings
https://sericyb.com.au/ Manager, Serious Cybernetics