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  1. Unraveling Twine: Open Platforms and the Future of Hypertextual Literature

    As the technical affordances that shaped early electronic literature’s frontiers have become commonplace, hypertextual structures abound in our experiences of online texts. Many tools make it easier than ever to generate these types of works, but one of the most interesting for its demonstrated literary potential is Twine: a platform for building choice-driven stories easily publishable on the web without relying heavily on code. In software studies, a platform is defined by Ian Bogost and Nick Montfort as a hardware or software system that provides the “foundation of computational expression.” This definition can encompass any of the tools we use to develop procedural content, as Bogost noted on his blog: “a platform…is something that supports programming and programs, the creation and execution of computational media.” Examining Twine as a case-study among current open, non-coder friendly platforms probes the future of interactive narrative on the web—a future that, outside the traditional scope of the electronic literature community, is highly determined by the affordances of platforms and the desires of their user-developers.

    Thor Baukhol Madsen - 19.02.2015 - 15:42

  2. A Stitch in Twine: Platform Studies and Porting Patchwork Girl

    This presentation asks what we can learn about a foundational work of electronic literature – Shelley Jackson’s Patchwork Girl – by porting it to a new platform. More than this, it asks what we can learn about the source and target platforms of such a porting exercise.

    Hannah Ackermans - 13.11.2015 - 13:23

  3. Ephemeral Words, Ephemeral People: Suicide and Choice in Twine Games

    On April 10th, 2014, game designer Porpentine released a game called Everything you swallow will one day come up like a stone with the intention of deleting it at the end of the day: “This game will be available for 24 hours and then I am deleting it forever. You can download it here until then. What you do with it, whether you distribute, share, or cover it, is up to you.” The game has lived on through what Porpentine predicted as “social means,” but it was designed as an ephemeral text, and one which the author deliberately destroyed as part of the act of creation. This idea of a vanishing text is interwoven with the experience of electronic literature, as Marjorie C. Luesebrink notes, as part of a practice of “text erasure” as embracing “self-undermining, undecidability, disdain for commercialization, ambivalence about technology, struggle against the presence of text itself, and response to overwhelming data” but also “the fragility of memory” (2014).

    Hannah Ackermans - 27.11.2015 - 14:52

  4. Hypertext: Storyspace to Twine

    "This chapter examines the transformations of literary hypertext as a nonlinear digital writing format and practice since its inception in the late 1980s. We trace its development from the editorially closed and demographically exclusive writerly practices associated with first generation hypertext (also known as the Storyspace School) to the participatory, inclusive, and arguably more democratic affordances of the freely accessible, userfriendly online writing tool Twine. We argue that while this evolution, alongside other participatory forms of social media writing, has brought creative media practices closer than ever to the early poststructuralist-inspired theory of “wreadership” (Landow 1992), the discourses and practices surrounding Twine perpetuate ideological and commercially reinforced binaries between literature and gameplay.

    Carlos Muñoz - 19.09.2018 - 15:25

  5. An Atlas of Hypertext: Gaps in the Maps

    This paper reports on an the initial stages of compiling a comprehensive, historically deep "atlas" of the structures of interactive stories, with initial surveys in branching narrative genres including gamebooks, hypertext fictions, visual novels, and Twine games. In particular, it considers the "gap" between approaches to two highly related yet radically different archives of branching works: an archive of over 2500 interactive print gamebooks stretching from the 1920s to the present, and contemporary collections of the approximately 1500-2000 extant Twine games available in popular public repositories such as the Interactive Fiction Database (IFDB) and itch.io. What do we find when we consider these forms of electronic literature (and their crucial precurors) as one comprehensive atlas of a vast transmedia territory of interactive storytelling? Which methods may be adapted between print and digital works, and which demand new approaches?

    Akvile Sinkeviciute - 03.10.2018 - 15:16

  6. Interview with Porpentine, author of Howling Dogs

    Interview with Porpentine, author of Howling Dogs

    Ana Castello - 09.10.2018 - 12:38

  7. Interview with Porpentine Charity Heartscape

    Interview with Porpentine Charity Heartscape

    Ana Castello - 09.10.2018 - 12:43

  8. "Thin Spaces:" Using Twine for Storytelling and Catharsis

    For individuals who have suffered from abuse, working with hyperlink texts can, but does not necessarily, provide an opportunity to unpack trauma and experience catharsis. As a disclaimer, this should only be done with the support of a counselor as this sort of writing can also result in becoming retraumatized. “Thin Spaces” is a hyperlink text that introduces interactors to a narrator reliving her experiences of being in an abusive marriage and her subsequent PTSD. Through presenting this autobiographical IDN, the hope is to shed light on abuse cycles and demonstrate one way that they can be broken. “Thin Spaces” weaves through two timelines: a personal timeline of key moments surrounding the abuse and a genealogical timeline consisting of historical documents and family stories of the narrator’s ancestors. The blending of personal experience and genealogy shows that abuse can span generations. The initial framework of the story forms a cycle that culminates in a therapy session. This lexia’s single hyperlink takes readers back to an earlier lexia in the story.

    Carlota Salvador Megias - 24.05.2021 - 13:22

  9. Alternative Play? Twine as a Digital Storytelling Platform

    In this panel moderated by Lai-Tze Fan, we examine Twine at ten, exploring the ongoing influence of this hypertext platform on pedagogy, play, and literature:
     

    What We Talk About When We Talk About Twine (Moulthrop) - Creating digital stories and games involves many cultural registers. Just as important is the unmapped, semi-formal culture that underlies communal, open-source software. In the case of Twine, this can involve distinctions among versions of the core software, associated scripting languages, and "story formats." Learning this buried lore can reveal a technologized "artworld," in Howard Becker's term, and raises questions of hierarchy, value, and the nature of creative work in what is essentially a gift economy – questions that may ultimately apply to any form of art.
     

    Milosz Waskiewicz - 27.05.2021 - 16:12

  10. Hypertext Theory

    In this text, Astrid Ensslin writes about hypertext through a medium-nonspecific sense and a more modern medium-specific meaning. She writes about what hypertext theory relates to and what its characterizations are, explaining how hypertext allows the users to interact through the use of textual and/or multimodal components. She also writes about when hypertext theory first emerged, how its been changing since the late 1980's and how its been establishing the field of hypertext criticsm and related areas surrounding digital fiction and poetry research.

     

    Vegard Aarøen Frislid - 02.10.2021 - 04:01