[HN Gopher] Twine is an open-source tool for telling interactive... ___________________________________________________________________ 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) ___________________________________________________________________ (page generated 2022-09-12 23:00 UTC)