This paper describes programmatic techniques for acquiring a player's history and choices within a multi-linear Twine-based narrative. It also explores how to store this interaction history for features like auto-save and context-aware controls (e.g., back, forward, home, etc.). The paper further investigates packaging these elements for delivery on modern operating systems, with implications for long-term preservation of these stories.

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Hacking Twine as a System: Implications of Extending State-Based Tracking Elements and Application Packaging for HTML-Based IDNs

  • Andrew Phelps,
  • Hartmut Koenitz,
  • Lindsay Grace,
  • Christopher Egert,
  • Kelly Boudreau,
  • Mia Consalvo

摘要

This paper describes programmatic techniques for acquiring a player's history and choices within a multi-linear Twine-based narrative. It also explores how to store this interaction history for features like auto-save and context-aware controls (e.g., back, forward, home, etc.). The paper further investigates packaging these elements for delivery on modern operating systems, with implications for long-term preservation of these stories.