Interactive Narratives Workshop Reflection
This workshop was a delightful deep dive into interactive storytelling, blending the theory of cybertext with hands-on practice using Twine. As someone familiar with the gameplay of Dungeons & Dragons (D&D) and a fan of Baldur's Gate 3, the concept of creating branching narratives felt like stepping into familiar, yet exciting, territory.
Start a New Game
Continue
Quit the Game

The Theme of My Story

My story, Roger Stevens: the Maze of Attendance, captured the chaos of living at the University of Leeds. It was part satire, part survival guide, and all too relatable. As I quipped with my partner during the workshop, "Finding your classroom is harder than passing your exams."

The Story's Structure

The narrative had the structure of a classic adventure, akin to a D&D campaign:

Game Structure

The Beginning: Setting the Scene

The story starts with a peaceful coffee at Nero Cafe, rudely interrupted by the ominous reminder to log your attendance. You don’t even know where your class is. Time to roll initiative!

The Middle: Encounters and Challenges

The End: The Final Choice

It seems that you reach your classroom and face the ultimate dilemma: two QR codes. Choose the right one, and you’re victorious. Choose wrong, and it’s game over—or at least a good excuse to head back to Nero Cafe and reflect on life.

At the end, players could unlock one of three titles based on their choices: Maze Master, Philosophical Rebel and Eternal Wanderer.

Key Insights from the Readings

Espen Aarseth (1997)’s concepts of cybertext and ergodic literature aligned perfectly with our experience. Cybertext emphasises the mechanical and interactive nature of texts, where readers become active participants rather than passive observers.

This was evident in Roger Stevens: the Maze of Attendance, where every decision altered the narrative path. Players had to engage with the story actively, embodying Aarseth’s idea of ergodic literature, which demands “nontrivial effort” from its users.

Compared to traditional narratives, cybertext feels more like playing a game of D&D—every choice shapes the story in real time. You’re not just reading a story; you’re creating it.

Final Thought

This workshop reminded me of why I love interactive narratives. They’re not just stories; they’re experiences. Like a great D&D campaign, they let you laugh, struggle, and feel like your choices matter.

Reference

Aarseth, E. J. 1997. Introduction: Ergodic Literature (excerpt). In: Cybertext Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press, pp. 1-13. The Twine Cookbook.

Twine. Available from: https://twinery.org/cookbook.