Work Collection


Work Collection



Work Collection

The Late Mr. Kent
(A Twine Adaptation)

The Late Mr. Kent
(A Twine Adaptation)

Overview

The Late Mr. Kent is an interactive mystery that is meant to showcase reflection and inspection via interactivity to shape the story for the player’s experience. Across nearly 7000 words, I adapted a story meant only to be watched, and turned it into a playable experience, weaving it with interactive elements and various endings and new story beats that are meant to enhance and entice players into a stronger sense of immersion. It is a playable mystery, one that sees player’s hold the fates of many characters in their hands.

The Late Mr. Kent is an interactive mystery that is meant to showcase reflection and inspection via interactivity to shape the story for the player’s experience. Across nearly 7000 words, I adapted a story meant only to be watched, and turned it into a playable experience, weaving it with interactive elements and various endings and new story beats that are meant to enhance and entice players into a stronger sense of immersion. It is a playable mystery, one that sees player’s hold the fates of many characters in their hands.

Brief

Presenting myself with the challenge of adapting a visual and auditory experience into one that strips most of that away, leaving only the story to carry it’s weight.

Presenting myself with the challenge of adapting a visual and auditory experience into one that strips most of that away, leaving only the story to carry it’s weight.

Basically:

Tools

For this project I worked solely within Twine, and as it was my first time creating using this software, I relied on a series of tutorials on YouTube to enhance my knowledge (linked in the logo below).

The Process

What was the timeline?

What was my role?

What did the majority of the process consist of?

What was the timeline?

What was my role?

What did the majority of the process consist of?

What was the timeline?

What was my role?

What did the majority of the process consist of?

Behind the Scenes

The Result

The Struggle(s)

The biggest struggles I faced within this project was trying to work through the statements and conditionals, and making sure they worked within the limitations of the system and the story I was trying to tell. Statements and conditionals are necessary to create more complex choices and interactions within a game, and with the short amount of time I had, it proved difficult to make sure many of these functioned without failure. 


Below is an example of one such, where I tried to encourage players to look for clues in order to move forward.

The biggest struggles I faced within this project was trying to work through the statements and conditionals, and making sure they worked within the limitations of the system and the story I was trying to tell. Statements and conditionals are necessary to create more complex choices and interactions within a game, and with the short amount of time I had, it proved difficult to make sure many of these functioned without failure. 


Below is an example of one such, where I tried to encourage players to look for clues in order to move forward.

Behind the Scenes

A look into Twine's process, I implemented a series of events that will unlock new choices depending on player's previous answers.

Base Choices

Players are given an opportunity to go back and look for clues (if they choose not to, they may get a very premature ending).

A Closer Look

Upon choosing to read the transcript again, players will encounter a new option of interaction. This interactable opportunity only appears after players enter this section a subsequent time (which had to be programmed in of course).

New Choice Unveiled

How the game responds when you successfully find/interact with the new clue.

Outcome

The final file boasts:
60 passages (60 different pages that the player can be lead to)
6,907 words / 40,723 characters in total.

The final file boasts:
60 passages (60 different pages that the player can be lead to)
6,907 words / 40,723 characters in total.

Impact

Impact

Impact

This project allowed me to freely explore how to form stories and shape them in terms of what is needed from the medium it is being told in. Compared to script writing or creating stories in a linear format, attempting non-linear and expansive stories requires a different perspective entirely.

Game writing needs to be in-depth yet straight forward, and must be understandable and easily palatable in order to hook onto players and provide the best experience. It’s this requirement that makes games and writing for games so much more difficult to create, and it’s something I’m proud to have accomplished.

This project allowed me to freely explore how to form stories and shape them in terms of what is needed from the medium it is being told in. Compared to script writing or creating stories in a linear format, attempting non-linear and expansive stories requires a different perspective entirely.

Game writing needs to be in-depth yet straight forward, and must be understandable and easily palatable in order to hook onto players and provide the best experience. It’s this requirement that makes games and writing for games so much more difficult to create, and it’s something I’m proud to have accomplished.

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