Stealthy assassins. Dashing adventurers. Gun-toting soldiers and space marines. You see these types of protagonists surface again and again in mainstr

Power to the People: The Text Adventures of Twine

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2021-06-17 11:30:02

Stealthy assassins. Dashing adventurers. Gun-toting soldiers and space marines. You see these types of protagonists surface again and again in mainstream games, and as the process of producing games becomes more and more costly, the games that feature heroes like these take fewer and fewer risks and become increasingly predictable. Developers rely on what they know works in order to increase the likelihood of financial success, and graphic violence is becoming more common as it gives games a way to surprise and excite players, since the formulaic gameplay and familiar subject matter aren't likely to.

Meanwhile, far from the games designed by committees at mega-developers, all the way at the other end of the game creation spectrum, a new tool has emerged that empowers just about anyone to create a game. It's called Twine. It's extremely easy to use, and it has already given rise to a lively and diverse development scene.

It was a tweet by game designer Anna Anthropy, a vocal champion of Twine, that first made me take notice. Referring to Memorial by Travis Megill, she wrote, "we live in a world now where someone can make a videogame as a memorial to a sibling. let that shake you to your core pls." It worked on me.

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