[HN Gopher] Twine is an open-source tool for telling interactive...
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       Twine is an open-source tool for telling interactive, nonlinear
       stories
        
       Author : memorable
       Score  : 179 points
       Date   : 2022-09-10 08:45 UTC (2 days ago)
        
 (HTM) web link (twinery.org)
 (TXT) w3m dump (twinery.org)
        
       | e12e wrote:
       | Has anyone experience using this or similar tools for e-learning
       | / in-house "edutainment" solutions? Like walking a stakeholder
       | through how to write a user story, or introducing how to do a
       | certain task with in-house systems?
        
         | genezeta wrote:
         | I've been on the receiving end of that.
         | 
         | Place I worked at a few years ago, used to have some mandatory
         | courses about various of the company's concerns, like security
         | practices, contract handling, or various other stuff. They
         | decided to make it "fun" by having the courses done as some
         | form of interactive thing which could certainly be done with
         | Twine/Sugarcube.
         | 
         | It was hit and miss. I think there's a very thin line between
         | writing something "entertaining" and something "awfully
         | cringe". Some of the stuff was ok, but sometimes they veered a
         | bit too much into writing some weirdly fantastic story over
         | explaining whatever it was they wanted to explain.
         | 
         | So I'd say it is a valid tool in itself; it _can_ work. But as
         | with any other tool, the result depends a lot on how you use
         | the tool.
        
       | [deleted]
        
       | LelouBil wrote:
       | Twine is nice, I am using it to create the story for a game with
       | visual novel elements in Unity.
       | 
       | I'm using a heavily modified version of Cradle[0] and it works
       | great.
       | 
       | However, I personally had a bad experience while trying to
       | contribute to Twine. I encountered a severe bug that made me lose
       | all my stories and only happens if you have Twine in another
       | language than English. I read the code, identified the issue,
       | wrote a detailed issue and sent a PR[1]. I got no answer until a
       | year later saying "not applicable anymore" since the app
       | basically got a rewrite.
       | 
       | At least I'm happy a lot of it got rewritten however it still
       | seems as unstable as before, with random crashes and stories that
       | can disappear on their own.
       | 
       | [0] https://github.com/daterre/Cradle
       | 
       | [1] https://github.com/klembot/twinejs/issues/898
        
         | vorpalhex wrote:
         | Yeah, Twine devs definitely treat it like their own baby. Not a
         | bad thing per se but act accordingly.
        
       | hwayne wrote:
       | I've always wanted to try using Twine to prototype a product.
       | 
       | Apropos of nothing, here's Julia Evans using Twine to teach
       | debugging practices: https://computer-mysteries.netlify.app/slow-
       | website.html
        
       | uhhyeahdude wrote:
       | I believe this was used by Charlie Brooker to build that
       | interactive episode of "Black Mirror".
        
       | pavlov wrote:
       | Interactive, nonlinear stories == interactive fiction (IF) ==
       | text adventure games in the style of 1980s Infocom.
       | 
       | It's interesting that the Twine website seems to actively avoid
       | calling them IF or text adventures or games, and prefers
       | "stories" instead. Maybe the community feels that those labels
       | are too limiting. (I haven't played any contemporary IF or any
       | Twine experiences, so just observing as an outsider.)
        
         | qbasic_forever wrote:
         | > interactive fiction (IF) == text adventure games in the style
         | of 1980s Infocom.
         | 
         | Not necessarily, infocom style games are just a subgenre of
         | modern interactive fiction nowadays. Infocom style games are
         | enormous and full of obscure puzzles, mazes, etc. that require
         | hours and hours of gameplay. IF has branched out a lot and most
         | stories are written to be completed in less than an hour and
         | typically have less infuriating puzzles or mazes, along with
         | complete help and hint systems.
         | 
         | There are tons of award winning IF stories that involve no real
         | combat, puzzles, etc. and are just exploration of interesting
         | environments or talking to characters. Check out some of the
         | winners from the annual IF competition for a great sampling of
         | modern IF: https://ifcomp.org/comp/2021
         | 
         | Emily Short in particular is someone who really pushes the
         | boundaries of IF, her story Galatea from the early 2000s is a
         | great example of how far beyond Infocom style games IF has
         | gone: https://www.ifwiki.org/Emily_Short and
         | https://ifdb.org/viewgame?id=urxrv27t7qtu52lb
        
           | the_af wrote:
           | Emily Short, Zarf, Adam Cadre. All masters breaking the
           | boundaries of the IF genre.
           | 
           | Adam Cadre's _Photopia_ [1] made me choke some tears. His
           | _9:05_ [2] is darkly comical, and is fun to explore again
           | once you know what it is about.
           | 
           | Zarf's _Spider and Web_ [3] is both a thrilling spy tale and
           | a subversion of text adventure mechanics. For those who are
           | never going to play this game, a minor spoiler. The setting
           | is a fictional Cold War-style spy setting, your  "adventure"
           | is you being interviewed by your captor, recounting your
           | story so far; for much of the game, whenever you make a false
           | move -- the kind which would result in your death in a
           | traditional adventure -- your captor will just simply tell
           | you "...except that's not what actually happened, is it?" and
           | rewind the story to the last checkpoint, where _something_
           | has changed.
           | 
           | Then there's _Rematch_ [4]. It 's essentially a one-move
           | game. One move -- that is, one complex multi-clause sentence
           | -- and you die, except if you figure it out. And the kinds of
           | things you can do in that one move are very complex!
           | 
           | ---
           | 
           | [1] Photopia: http://adamcadre.ac/if/photopia.html
           | 
           | [2] 9:05: http://adamcadre.ac/if/905.html
           | 
           | [3] Spider and Web: https://eblong.com/zarf/zweb/tangle/
           | 
           | [4] Rematch: https://ifdb.org/viewgame?id=22oqimzgf8snv002
        
         | ahtcx wrote:
         | My GR writes IF stories and I think even though there's
         | ressemblance with the text adventure games it seems that they
         | manage to differentiate themselves by being closer to books and
         | mainstream fiction. It seems like the average IF is read more
         | like a book and less like a game.
        
           | growt wrote:
           | Sorry to be off topic, but what's a GR? Just a typo of GF? I
           | searched but the only thing I found was Golden Retriever and
           | I don't think they are very good at writing fiction in
           | general.
        
         | kelseyfrog wrote:
         | I've made several Twine stories, participated in IF jams, and
         | see folks using IF/stories/&c fairly interchangeably. It could
         | certainly be that Twine keeps a naming convention in order to
         | be neutral, but as an IF writer and therefore more or less a
         | community member, it's not something that I see people fighting
         | over as opposed, say for instance, to the roguelike community.
        
           | the_af wrote:
           | There was one pretty bizarre Twine story about genetically
           | engineered ponies. It was subtle, you didn't realize how
           | gross it was at first reading. It was brilliant. Do you
           | remember the name?
        
             | RodgerTheGreat wrote:
             | You're probably thinking of _Horse Master: The Game of
             | Horse Mastery_.
        
               | the_af wrote:
               | Yes! That one. Thanks!
        
         | jordanpg wrote:
         | The IF community will absolutely go to the mat insisting that
         | Twine, etc. is IF in the same sense as parser games. They are
         | judged side by side in the biggest annual competition.
         | 
         | I get that they are trying to be maximally inclusive, but
         | frankly I have no idea what they are talking about. These
         | things are plainly apples and oranges. And there is great value
         | to be found in both.
         | 
         | But saying these are directly comparable is roughly analogous
         | to saying a point and click adventure game is comparable to a
         | "quick time event" game. I think the IF community cedes too
         | much ground with respect to parser games in the name of having
         | a bigger tent.
        
           | mwigdahl wrote:
           | This wasn't always the case -- there was a considerable
           | amount of resistance to the idea that choice-based games were
           | equivalent to parser IF in the community as recently as 10
           | years ago.
           | 
           | There were a few related factors that led to the current
           | state, where if anything parser IF is more on the margins
           | than choice-based IF.
           | 
           | The first is that choice-based IF is far, far easier to
           | write, debug, and release than parser-based IF. The barrier
           | to entry is _much_ lower.
           | 
           | Because of this, the diversity of authors participating in
           | the IF scene expanded quite a bit. Parser-based IF skewed
           | really heavily toward the programmer demographic. Twine and
           | other choice-based options brought in a lot of LGBTQ and
           | minority authors who wanted to tell their stories but didn't
           | have the programming background to do so with a parser-based
           | engine.
           | 
           | Twine and other choice-based engines were designed web-first.
           | They incorporated graphics and other visual features enabled
           | by the browser environment while parser-based engines were
           | still effectively stuck in VT-100 emulation mode.
           | 
           | Finally, choice-based IF is also often better at simulating
           | interpersonal interaction and conversation than parser-based
           | IF.
           | 
           | Parser-based IF stagnated for quite a while. Graham Nelson's
           | Inform 7 programming language was a work of staggering
           | genius, but it was a closed-source one man show for a very
           | long time and didn't update to keep pace with what the
           | choice-based engines were doing.
           | 
           | Inform 7 has just recently been open-sourced, with a
           | rearchitected pipeline that should allow for some interesting
           | integrations and enhancements. It will be interesting to see
           | whether there's still sufficient interest around the tool
           | such that the community brings it into the modern era. I
           | certainly hope there is!
        
             | jordanpg wrote:
             | Fascinating survey of how we got here.
             | 
             | I would also note that, whatever the API, parser games
             | still leave something to be desired in the year 2022
             | compared to what is now possible with other gaming
             | frameworks. I'm thinking of indie games like Papers Please
             | and Beholder. But also Twine, et al.
             | 
             | The parser interface accomplished beautiful things in its
             | heyday, but now feels to me to be needlessly constrained
             | and difficult. I think there is a future for text-based IF.
             | I think there are entire genres of games that are only
             | (theoretically) possible with that interface. But the usual
             | <verb> <object> + inventory puzzles formula is just too
             | narrow, too time-consuming to play anymore. And I say this
             | from a place of love.
        
               | mwigdahl wrote:
               | In my parser game _Aotearoa_
               | (https://ifdb.org/viewgame?id=lrbpmlpsknsgvgem) I worked
               | really hard to provide player affordances such as an in-
               | game interactive tutorial, exhaustive noun and verb
               | synonyms, plus keyword highlighting so players literally
               | _couldn't_ miss a primary interactable item.
               | 
               | Even with all of this, people still got stuck, and
               | properly pacing a story that uses an unconstrained parser
               | world model is an exercise in frustration. But I disagree
               | that the games are too narrow. If anything, the
               | frustration comes in because they are too broad. No other
               | game genre has the sheer hubris to present the player a
               | story, tell them they are the main character, and then
               | challenge them to literally do anything they can think of
               | to overcome the puzzles they are presented with. "I got
               | this," they say, presenting that blinking cursor on a
               | blank line. "Anything you can imagine, I can handle."
               | 
               | Of course every parser title fails spectacularly at this.
               | But the best ones fail in impressive and fascinating
               | ways. S. John Ross's _Treasures of a Slaver's Kingdom_
               | explicitly limits the number of verbs down to six, but
               | succeeds in creating a game environment that is enjoyable
               | on both the direct and meta levels. My own _Aotearoa_
               | does a lot to remove the normal barriers to entry to
               | interactive fiction, at the cost of some immersion should
               | you choose to use the cues and tutorials. Andrew
               | Plotkin's _Hadean Lands_ and _Spider and Web_ both have
               | high-stakes, complex stories with detailed world models.
               | This is usually the recipe for frustration and failure in
               | parser IF, but both titles implement wonderful unique,
               | _diegetic_ mechanisms to motivate failure and
               | experimentation.
               | 
               | I would hate to see parser IF go away. I think its
               | innovations have been more valuable and influential than
               | many people realize, and I think there's still a lot more
               | that blank line and that blinking cursor have to offer.
        
         | bttf wrote:
         | There is a distinction between Twine games, or choice-based
         | games, and parser games, which are typically called Interactive
         | Fiction games. One provides a pre-set list of choices at
         | branches of narrative, while the other provides a world that
         | the user can explore and manipulate via a palette of text
         | commands.
        
           | jrochkind1 wrote:
           | Wait, Twine is _not_ for making "text adventure" style games
           | with a palette of text commands? Somehow I was getting the
           | idea that it was, but when used for shorter stories authors
           | just didn't want to call it "text adventure". but we're
           | actually talking about a different feature set of the game
           | software entirely?
        
             | jccalhoun wrote:
             | Twine does not lend itself to making Infocom style games
             | easilly. It is more like Choose Your Own Adventure books in
             | that at its simplest it is "do you want to go left or
             | right?" style choices. However, you can use javascript to
             | program more complicated styles of game play.
        
       | awavering wrote:
       | See also: https://storyboard.viget.com/ which was built to
       | provide an even easier editing interface for choose-your-own-
       | adventure style fiction.
        
       | packetslave wrote:
       | Not to be confused with Meta's "twine" cluster management system
       | (which isn't actually called that, except where trademark lawyers
       | can hear).
       | 
       | https://research.facebook.com/publications/twine-a-unified-c...
        
       | KaoruAoiShiho wrote:
       | I run a competitor: https://fiction.live/
        
       | mrwnmonm wrote:
       | I fail to find an example.
        
         | yourapostasy wrote:
         | Some of my clients' grooming meetings that veer too far off
         | into yak shaving could use this tool...
        
       | jasonlotito wrote:
       | I've enjoyed using Inklewriter myself.
       | 
       | https://www.inklewriter.com/
       | 
       | It's free software, and I've always enjoyed using it.
        
       | rhdunn wrote:
       | There's a text-based representation called twee. You can use
       | tweego (https://github.com/tmedwards/tweego) to convert between
       | twee and html/twine.
        
       | digdugdirk wrote:
       | Is this a "call-and-response" AI writing assistant? Or most just
       | to structure a story you write yourself? I went digging on their
       | website but couldn't find the answer.
        
         | simcop2387 wrote:
         | It helps you structure the story, no AI involved.
        
         | pimlottc wrote:
         | Twine is a platform for writing and reading interactive stories
         | with a branching structure. It has nothing to do with AI.
        
       | strix_varius wrote:
       | I've been looking for something Twine-like, but with non-HTML
       | output. Does anyone know of an alternative tool that can output
       | structured data, like JSON or XML?
       | 
       | Essentially, I'd like to find a non-technical-writer-friendly UI
       | for interactive stories that can output data appropriate for
       | consumption in a game/app/system.
        
         | phreack wrote:
         | I did exactly that a while ago combining Twine with Twison [0].
         | A non technical friend would write the story with Twine,
         | compile to a JSON file, and I'd parse it with a quick script on
         | build time so I could display it on a React web app (that I'd
         | then make apps with, with Cordova). There were a few things
         | that could be improved in the process but it all worked
         | incredibly well after I hooked everything up!
         | 
         | [0] https://github.com/lazerwalker/twison
        
           | strix_varius wrote:
           | Nice, was your friend able to just use the Twine web API
           | then? (no installation / setup required for their tooling)
        
             | phreack wrote:
             | It's been a while but I recall he'd run Twine locally with
             | the Twison plugin. Nonetheless, I believe you can easily
             | add Twison as a plugin to the Twine web tool. That way
             | you'd only need your game designer to send you the updated
             | JSON file (or possibly commit it to a VCS) after working.
        
         | tskguarantee wrote:
         | Ink from Inkle[0] can output to JSON. It has a Unity
         | integration and I have used the JSON format in a custom game
         | engine. Their editor (inky) makes it easy to play through the
         | story as you write it. I used it for NPC dialogs for game.
         | 
         | [0]https://www.inklestudios.com/ink/
        
           | strix_varius wrote:
           | Awesome, thank you!
        
         | an_opabinia wrote:
         | Ink
        
       | jccalhoun wrote:
       | I used this a couple years ago for teaching a college class on
       | intro to game narrative class and I didn't want to assume any of
       | the students knew any programming. Since many in the class
       | weren't gamers some of them came up with some interesting topics
       | like trying to do a story-based game about whether a college
       | football player should go pro or not or getting ready to go out
       | for the night.
       | 
       | Since then I've contributed to his Patreon and out of all the
       | people I support on patreon he is the most consistent with
       | sending out weekly updates on his progress.
        
       | rodolphoarruda wrote:
       | Thank you so much for sharing this! I've been waiting for years
       | for such tool. Is it Friday yet?
        
       | thot_experiment wrote:
       | If you're into a weirder side of twine I highly recommend works
       | by Porpentine.
       | 
       | https://en.wikipedia.org/wiki/Porpentine_(game_designer)
        
       | dr_dshiv wrote:
       | So, this plus StabilityDiffusion equals?
        
         | [deleted]
        
         | RockRobotRock wrote:
         | https://play.aidungeon.io/
        
       | dang wrote:
       | Related:
       | 
       |  _Twine is an open-source tool for telling interactive, nonlinear
       | stories_ - https://news.ycombinator.com/item?id=21771022 - Dec
       | 2019 (50 comments)
        
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