kind of like the way pain just means you're alive
- 1,200 words (if poetry, lines) long
I've been thinking about interactive fiction. Specifically, I've been thinking about a particular short-short of mine, "Keeping Time," and how I might expand it into an interactive piece. I've actually been thinking about this for a couple years now, but it can take me a while to find myself a chunk of time in which I can do more than think about it. You know how Violet "invents" extra time for herself and her siblings to solve a mystery in The Wide Window by Lemony Snickett? I had to invent extra time for myself. Mostly by getting up earlier and figuring out how better to adhere to a daily writing schedule. So far so good. Deliberate invocation of allergic reactions was not involved.
And but so anyway: Interactive fiction, Twine, and me. Twine! "Twine is an open-source tool for telling interactive, nonlinear stories." I'm learning how to use it. I'm going about this the same way I went about learning PHP: By working my way, page by page, through a book about it. This book here: Writing Interactive Fiction with Twine, by Melissa Ford. Her book may or may not align with the kind of interactive story I want to tell, but it looks like it'll make me a competent Twine user, so.
"Keeping Time" is a very short story, originally under 700 words and later expanded to about 1200, about a character who flees Earth and travels via dimensional portal to other worlds, hanging on tight--despite radically changing environments and perspectives--to their identity and humanity for as long as they possibly can. In its current form, it has five scenes that act as a sort of montage portraying the journey and the changes the character undergoes along the way. As a piece of interactive fiction, I want it to have more scenes--that's a no-brainer--but not necessarily more endings. I want it to be a sort of many-roads-lead-up-the-mountain thing. The ending is sort of inevitable, to my mind, but how one gets there, and how many different worlds one experiences on the way there, and how those influence the remainder of the journey by changing the character either according to or against their will--that's where the choice and variety comes in.
So, less of a Choose-Your-Own-Adventure and more of a roller coaster ride with decision points. You get on and off the ride at fixed places, but the shape of the ride from one to the other is up to you.
(Actually I have just thought of an alternate ending. But I'm not going to go into that just now because spoilers.)
You may or may not have seen my old Choose-Your-Own-Adventure Story Engine? One of my earliest HTML/PHP projects. It's over here, and you can play with it, but be warned it is probably overrun with spam and awfulness right now because I've been an absent moderator lately. (Note to self: get on that.) Anyway, it's an editor and repository of very simple interactive fiction. The first page ends in a choice. Each choice leads to a new page. Each new page ends in a choice or possibly THE END. Anyone can add onto what went before, so it's interactive and potentially collaborative.
That is not what I want to do with "Keeping Time." I want to do something more like what Michael Lutz does with "my father's long, long legs." And I don't just mean the difference in formatting--the difference between interspersing blocks of story with "What do you do next?" on the one hand, and, on the other, presenting choices as hyperlinks from within the story proper. I mean, the variety of ways the choices are used. What the choices are for. Sometimes, the hyperlinks simply advance the reader to the next part of the story--a way to turn the page. Sometimes they act as footnotes--an invitation to examine the hyperlinked concept in more detail. Sometimes they're decision points which will change the story, or your path through the story, irrevocably. Sometimes they're more like scenic bypasses, or branching, braided streams that take a detour around farms and fields before rejoining the main river. There's a lot of complexity there, many different ways of shaping reader experience. Or, rather, many different experiences to let the reader choose.
Also it never stops being a story. Interactive fiction straddles the line between "story" and "game," with some examples falling more to one side than the other. The exact placement of that line, and what falls on which side of it, is subjective. I want to create something that's still very much a story, not a game--at least according to my version of that line.
On another note: The more I think about this story, the more ideas I get, the more ambitious the whole project becomes... and the more terrified I get of taking it on.
This is worth noting: When I become afraid of a (writing) project, that's generally a sign that the project is worth doing.
Can I please progress to the point where fear turns into excitement and I stop eating my own stomach lining? Please? I would like to get to that point tomorrow. It would make my writing life a more comfortable place. And I would like it to be a comfortable place, seeing as how I intend to spend a lot of time there.