Apocalypse Now: Chapter 1

I hope to flesh out what I have here and create chapter 2 for the final, but I’m (albeit all of the frustrations) pretty happy with what I ended up with.

From reading and experimenting with many other Inform7 projects created this semester, I share sentiments with nearly everyone. It is incredibly difficult to get things to work exactly the way you want them to. While Inform DOES use a computer language “based on natural language,” it is, like any other computer language, extremely finicky over having syntax EXACTLY right.

I mention a couple of instances where wording matters in my previous/most recent blog covering how-to’s on a few things in Inform.

For my project I created the first chapter of a game I’m entitling “Apocalypse Now.” The premise, to put it plainly, take you, the player character through a mostly normal day, and have you experience the “apocalypse.” I used quite a few current pop culture and current event type references.

I ran into quite a few issues and had to make more compromises than I would have liked. Instead of creating the ability to have conversations with the characters I had to stick with straight say commands.

Instead of setting a timer on finding the answer to surviving the “apocalypse” I again, had to use say commands and could not even figure out how to get a message to show up every turn after X event happened, nor could I set a time limit before death.

I hope to fix these (my two biggest complaints) and several others when I go back and make edits for the final project.

My face when I tried to figure out how to do ANYTHING with the included Inform manual.

I did many good things with the project as well, though, including dark rooms, scenes, order of events, being fairly thorough with descriptions/not picking up things you shouldn’t, etc.

It was very helpful to have some classmates take a look at it and test things though…

My face whenever someone testing the game picked up something they weren't supposed to that I forgot to "instead" or "fix in place:" like a shower, a window... etc.

I’m open for any comments you all have on the game, as this is obviously a work in progress (though it is completely playable right now).

I’m also open to having “Inform” get togethers for/with anyone else interested in expanding upon their games and/or using Inform for their final projects!

 

Lessons From Making E-Lit

My Creative Project, UMW Odyssey, was nothing what I expected, but I am satisfied nonetheless that I created a game with a beginning and an end. Computer programming is not my skill in this life, so I’m impressed that I was able to do some of the things I did with the help of online guides for Inform 7. It definitely was not easy, though.

One huge challenge for me was scaling everything down to a more manageable size. I’m a pretty creative person, so I tend to come up with big, ridiculous ideas. Originally, I wanted to have the player go on a journey across campus to return their library book as well as fight horrible monsters from Greek mythology along the way. Unfortunately, once I realized that creating a battle system with Inform 7 was going to take an extremely long time just to figure out, I realized I had to scale this one down.

I decided keep the idea of returning a book on time, but instead focus more on the reality of our campus rather than hydras and furies. I still wanted to keep things interesting, though. I realized I really admired games where you have to solve problems as well and make moral choices, so I decided to focus on that area. In the game, you have the choice to use the RA’s keys to unlock other dorm rooms, which results in loss of points and eventual failure. However, I leave it up to the player themselves whether they want to pick up the keys or not. If I was going to improve on the game, I make it possible for the player to earn points by returning the keys.

As for problem solving, I decided to go for humor and utilize the many squirrels that inhabit our campus. A mutant squirrel beast that has escaped from Jepson blocks your way to the library until you find him something to eat. Once the player takes care of him, they can move on to the library and win.

I don’t feel like my game is as exciting as I wanted it to be, but I’m glad it works. Creating this piece of e-lit was definitely a huge challenge, but a fun one as well. The Internet seems like an even more resourceful place than it was before, and I hope it stays that way. I also feel that I now know a lot more about e-lit and what goes into it. I respect the authors of the pieces we read all the more, and I hope one day I can make something more on their level.

Creative Project: Skin

For the creative project, I used Scratch to create a digital poem animation titled Skin. Very much influenced by RedRidinghood, I wanted to experiment with another fairytale, and the influence of control.

That last bit bears explaining. In Skin each scene is accessed by reader input, a star appears, the user clicks it, the next scene runs all its lines elements independent of reader input, then another star appears, and the next scene will not appear until the reader has again clicked through. The use of the star icon is a control method that keeps a grip on the pacing and sequence of the poem, not allowing the reader to get ahead of themselves or the story.  They can postpone the next scene for as long as they wish, but in the end they only have the option to move forward (that or quit). Another control method I used was somewhat less obvious, by betting the elements to a consistent rhythm, the reader is able to keep in time with the rhythm as they move from scene to scene, and while they can wait as long as they like, a break in the rhythm feels unnatural compared to rolling with the flow of the poem.
Now, given that I have expended that much effort in attempting to coral the reader’s actions, to have the poem dictate their behavior rather than have their behavior dictate the poem, I could have made it an unstoppable force of animation a la DAK0TA. However, even though this work is far from interactive fiction, I wanted to include the one element of reader interaction, to engage invest them in the story. The click-through resembles nothing so much as the turning of a page, a mechanized act of revelation that asks the reader to oh do keep up dear as the scenes get shorter and shorter, involving them in the pacing and providing a sense of involvement in the inevitable fates of the characters.

The story itself is a warped telling of the selkie myth in space. Mostly because doppelgängers in space are so done, but if I could not have eye stealing I was going to have skin stealing, dammit.
Using Scratch as my program of choice was the most logical decision given the type of story I wished to tell, it is the interface that accesses the most senses, combining sound, image and interaction, and gave me the greatest degree of control over the visual presentation.
The poem’s animation is restrained, seeking more the effect of a picture book or story board rather than a cartoon, leaving the story clean and uncluttered, the illustrations as snapshot moments from the scene.
I am immensely satisfied with the resulting product, and would like to point out that that is a really sweet rocket ship.

(NOTES)
3 pots of tea, 2 short seasons of television programs of dubious quality, 1 Scratch meltdown, and 238947293 misplaced sprites were harmed in the making of this production.
Also: the Selkie somehow ended up looking like one of these guys.

Respecting the Authors of Elit

I chose Inform 7 for my creative project because the idea of a text adventure fascinates me.  Playing Colossal Cave Adventure for class was my first experience with a text adventure game, and I absolutely loved it.  It surprised me.  It is such a seemingly simple game, with only words to convey the story and world that you are interacting with, and yet I enjoyed playing it almost as much as I enjoy playing Assassin’s Creed or Skyrim.  I was hooked.  I wanted to be able to do the same thing – create an enriching, interactive world with nothing but words.  As a writer, I figured it would be easy.  Just a little bit of Inform programming language to learn.  No biggie.

Oh, how the mighty have fallen.

My creative project, “Murder So Sweet,” did not turn out to be what I’d hoped for.  I had so many issues battling Inform for correct wording that I almost flung my computer out the window and then spit on it a few times.  I had one idea where the player would have to retrieve a flashlight to light up a dark room, otherwise they wouldn’t be able to see what was in the room and thus miss out on part of the story.  Two days later, and I finally managed to beat Inform 7 into complacency.  While the included guidebook was relatively useful for the simpler mechanics, I was left mostly on my own to figure out specifics.  I finally found the section on lit/unlit objects, and was finally able to make the flashlight work as it supposed to, and had a mini dance party after I’d figured it out, but the fact that I spent two days trying to work a flashlight resonated.  It was so simple.  Only a few lines of text in programming for a measly two seconds of interaction in the game, and yet I had spent two complete, full, frustrating days on it.

I grew immediate respect for the creators of complex text adventures like Colossal Cave Adventure, or Shade, or Everything Dies.  I had enough problems making the fairly simplistic storyline of my own text adventure; how had these authors fared with theirs, which were so much more complicated than mine?  Inform 7 is not as intuitive as I’d hoped it would be – you have to actually know what you’re doing if you want to get anything done.  I have major respect (not that I didn’t have any before, but now it’s been multiplied by about nine thousand) for anyone who tries to program anything.

Electronic literature – and I mean good, complex, deep electronic literature – is hard to make, possibly moreso than any other form of literature.  It takes a certain amount of talent, skill, and hours of practice to make anything that can be considered good art or literature.  But a creator of Elit has to also deal with the complexities of computers, which are difficult enough depending on one’s level of interaction with them, and has to make it interactive enough so the reader doesn’t just get bored and click away to another screen.  And computers are ornery little things.  They get viruses, work slow if you put too much on them, work slow if they’re really old, run out of power when you are five million miles from an outlet, kill batteries so that you either have to plug it in an outlet if you want to go anywhere or spend the money to buy a new battery, blue screen for the tiniest of reasons, freeze if you accidentally run iTunes and Pandora at the same time, and the list goes on and on.  Yes, they are awesome machines and can create amazing works of art and literature and technology, but they’re more likely to explode in your face than cooperate with what you’re trying to do.  Electronic literature deserves some major respect, not only for taking normal literature above and beyond by adding an interactive feature, but also for being created on one of the most difficult machines the modern era has ever created.

So even if my attempt at a text adventure didn’t turn out as successfully as I’d hoped, I at least learned a lot about the effort it takes to create a piece of electronic literature and how difficult it actually is.  So bravo, Elit authors.  You deserve an applause.

You have to start somewhere…

I was personally pretty satisfied with the final version of my Creative Project “Simple Reality“. Most of all, I was extremely impressed with the fact that I was able to successfully create a piece of “electronic literature” – a field of literature I still consider myself brand-new to, never having considered creating  my own since I didn’t really know what, exactly, it was. A huge win for me in this assignment was that I created something and it worked – though, admittedly, I did come across several errors in my process – which is to be expected when you are first getting started with something.

I was extremely overwhelmed about creating something – programs like Inform 7 seemed terrifying to try to figure out and I found myself extremely frustrated trying to word things correctly to use it. I couldn’t come up with an interesting enough idea to use something like Scratch, though I considered it because it seemed really fun and I enjoyed playing around with it. In the end I decided to make a work of hypertext fiction, Twine was the best fit for me and was relatively user-friendly for an e-lit newbie.

As can be easily concluded from the title of my project – the storyline is relatively simple. I wanted to create something relatable to someone. After a few ideas written and dismissed, the final project ended up being a little free-write story about coming home after an exhausting night stemming from busy life – something I’m sure many college students could relate to. It isn’t a fancy poem, or sme work with a cryptic message – just words. Reality.

I like what I did with the project- even if it was simple. I do wish that I had been able to come up with a way to make it more exciting because I’m afraid it may seem a bit bland in comparison to other e-lit. I’ve had a few ideas since it was turned in, and I’ve thought about how it could have been different and more interactive if I had gone in more of a choose-your-own-adventure direction with more different selections as you go and various possible endings. My project did have a few user-interaction choices, but they all led to the same ending.

I had also tried to figure out how to customize my work and make it more personal – by changing colors and things – but after several failed attempts and errors in that department, I decided the default look would have to work and that I should probably stop trying to convince myself that I knew what I was doing with all that.

Creating my own piece of e-lit was definitely a learning experience. It is certainly a way to show how much work goes in to these pieces, and how much work must have gone into the examples of well-known and respected works we have seen in class. I’m sure with a lot more time to practice and develop, my project could be pretty awesome too. For my first time and first e-lit creation, though, I’d have to say I’m satisfied. You have to start somewhere, practice makes perfect.

About Amnion

People often talk of rebirth, or finding themselves born again. But how deep does the phoenix go? Where is the cutoff point when it is no longer an option, and who’s to say?

As the title suggests, a huge theme within Amion, my creative project, is rebirth.

A little background first. Originally, Amnion started out as an untitled assignment in an Introduction to Creative Writing class. We had  about 4 or 5 different options we could choose from, but the one that jumped out the most to me was the task of writing from the perspective or a murderer but without ever once mentioning the murder itself. In a sense, you end up with this sinister literary detachment.

The initial run of the story about approximately 730 words. i attempted to channel a sort of Faulknerian vibe into the text by writing long winded sentences injecting several adjectives in quick succession–that mega-stream-of-consciousness style, making up my own word by combining others (“notyetspehere”), and using 5 dollar words such as “liminal.”

 

William Faulkner

Like a boss.

 

The end product was pretty neat to me and one was one of the only pieces of mine whose end product i felt truly great about. One fellow girl in my peer review group had some really cool mixed feelings: her conflict was the haunting relatabilility of the unnamed male protagonist coupled with the knowledge of his past crime.

In short: i managed to accomplish my goal of accessible uneasiness, relatively speaking.

But only the teacher caught the rebirth concept floating in there at the end. So i had to find some way to make the protagonist’s coming-out-of-the-river more noticeable, and thus i chose the name “Amnion.” Why that word specifically? The word has an eerie yet comfortable liquid sound to it with the 2 vowels flowing with the soft consonants. i may have been also playing Silent Hill: Homecoming at the time whose final boss has the title.

This short story of a previous assignment was chosen for the creative project initially because i wanted to revisit the work to make the text a bit longer and to edit and revise. Paul Valéry once said that “[a] poem is never finished, only abandoned.” i took this statement to apply to most literary works of text and i think the words have quite a bit of merit. One can always come back to their brainchildren and find things to shift about and improve. (Except for you, George Lucas.)

 

Why, damn you? Why?!

 

So then comes to my decision to use Twine as my modus operandi to transpose this mother into a digital counterpart. Initially i started out making this a work of interactive fiction much in the vein of Galatea. i started to map out the the area the protagonist was in and try to find ways to make a cohesive world in which to interact. The idea was to have players control this murderer after the murder took place and he (or she if i made the work gender neutral and universally accessible) just finished burying their victim. That relatability would be intrinsic of the players whether they wanted it or not and were forced to relate. Maybe have a different ending or 2 so the illusion of choice was present.

i soon found that, given the nature of the short story, this medium didn’t really fit the desired direction. i felt a person wandering around a bunch would be frustrating (and was frustrating for me at first to make and to play) because the gameplay would detract from how i wanted the story to be perceived. Additionally, the ending had to happen the way it did. People had to be uncomfortable that an unpunished crime happened and that, not only did it go unpunished, but a sick sort of redemption concept was an inherent part of the story’s narrative.

So Twine happened.

Twine is great for some who’s into visually mapping something and doing so quickly. As an interactive fiction i drew and mapped out the forest area and river and the burial site with a pencil and paper. But Twine catered more to my needs and i found the software to be much more accessible. Jonah was ultimately the format used. This work started out as paragraphs of continual text; the Sugarcane format made previous text disappear. While Sugarcane fit the need of not allowing a player to go back after making a decision, the previous text was gone. Jonah allows a trail of previous text to see where you’ve com from. Although with Jonah i had to explicitly state in the directions that after a choice had been made it is verboten to click back.

The neat way i used Twine and am a little proud of is how i utilized Twine’s ability to create infrastructure that mirrored Faulkner’s writing style. A teacher who once taught us Absalom, Absalom! provided a great way to comprehend (sort of) how Faulkner got at things: his writing style and narratives were done in such a way that readers were given just enough of the fringe of the goings-on to get an idea what was actually happening in story but without looking at the happenings directly until culminating to some ending. You are always looking on these fringes and have to painfully piece stuff together to understand the whole and its shaky epicenter.

There are not too many path choices in Amnion, but different paths lend themselves to getting a better idea of what’s going on. A few playthroughs give the player the full picture. The story is linear with a single ending because the nature of the story itself is to have a specific ending proper. The risk was writing about something nastily taboo and to freak people out once they get what was actually going in. Readers are put in this twilight time and path of things in motion and are forced to feel uncomfortable but to find something disturbingly human in this redeeming yet inhuman descent.

 

The map itself.

 

The true way to consume the story digitally was to allow multiple tries to totally grasp what is going on. Specific word links to each new lexia allows one to think about why one path signifies going to one direction while another goes elsewhere. For example, one choice has the protagonist finishing his burying and clicking the actual word “finishing” skips over two lexia. If one has the trigger finger itch to click to “finish” quickly, some stuff gets missed. Other choices are more complexly related and up for subjective interpretation but there is a method to the madness’ path.

The biggest narrative change i did make, though, was the introductory quote by rapper Ian “Aesop Rock” Bavitz.

 

"None Shall Pass"

 

Aes’ vocabulary and use of diction to me are really onto some sort of new age Hip-Hop Faulkner lyricism (all right, all right, hold up, yo, hold it. This seems kind of overblown and overshooting and somewhat pretentious but i think there is a little something to this.).  His style has a rather stream-of-consciousness vibe and oftentimes is metaphorical to an extreme. He thrives on abstraction a lot. As Aes has put it:

“It’s probably because it’s not the most accessible music in the world. It may pose a slight challenge to the listener beyond your average pop song. I’m no genius by a long shot, but these songs are not nonsensical, that’s pretty preposterous. I’d have to be a genius to pull this many nonsensical records over people’s eyes. It’s not exactly fast food but when people pretend I’m just spewing non-sequiturs and gibberish I can’t help but think they simply haven’t listened and are regurgitating some rumor they’ve heard about me. Even if it’s not laid out in perfect sentences—is any rap?—you’d have to be an idiot to not at least grasp a few things from these songs. Or have had no interest in pulling anything from them in the first place.”

The production he makes himself and most prominently with longtime collaborator and producer Blockhead is wild, especially when  coupled with his unique flow. But his lyrics are where he maniacally jumps out. One has to really sit down and read his lyrics if they want to get all the messages floating around. His use of words are offbeat, imaginative, multi-syllabic, complex, and just downright playful. One can certainly garner a few one-liners here and there just listening but sitting down and reading this stuff is getting onto a whole different plane.

At first, the inclusion of the quote seemed ridiculous and completely subversive of the short story. But something about the quote really hooked me. The origin is from a song composed by Aesop Rock for a friend, Jeremy Fish, who performed a San Francisco art gallery showing who also works directly and frequently with Aes for album work and other various music related oddities.  The song played at the gallery showing and was distributed in a limited edition run of USB flash drives with some collectible swag. The title of the whole show: Ghosts of the Barbary Coast.

USB drive with attached woodprint.

 

The song: Tomorrow Morning

YouTube Preview Image

 

The quote used to kick off Amnion is the first half of the chorus while the latter half features fellow Weathermen colleague, rap family, and Definitive Jux associate/former CEO El-P. i’m a huge Hip-Hop fan in the sense of any of the music and artists that advance the genre as an art form, so i wanted to do something hip with the short story. The line seemed really to have nothing to do at all with the text initially, but then i thought the water connection and coming out of that surreal and dissociated state the next morning only to have the cycle start again. Somehow something clicked with the story. Cycling, recycling, and rebirth; keep it going intriguingly.

So all in all out came Amnion. It was an interesting exercise in digitally creating and consuming literature in our infornographic age and was fun to do, albeit frustrating every now and then. The result is not the flashiest, most creative, clever, or incredibly imaginative thing done but for the most part i like what came out given the nature of the text i was working with and my personal vision of how to manifest it digitally.

So if you haven’t played it, check it out maybe. Given it a run and see what’s up. Provide some feedback. But most importantly, thank yah!

Run from the Zombies

Here is my creative project,

http://playfic.com/games/ashleyohhh7/run-from-the-zombies

 

I chose to create my project through inform 7, because after seeing other examples in class I felt it was the platform I could most easily navigate.  I needed to start out with a simple idea, people trapped in a house. But why were they trapped? I admit I fell into a bit of a cliche, that the would was being taken over by a zombie invasion. The idea of my game was basic, the couple was locked in their house, and in order to survive they must find the key to make a run for it.

 

When it came to actually writing the code for my game, I did have a lot of trouble initially. Inform didnt seem to like anything I was writing, and I was constantly getting the error message. However, once I began to understand how it wanted things written, things got easier. I started to have fun with creating objects, and the player getting to read the descriptions of them.

 

There are many things I would still change about my game. I wish I knew how to make it more complex, I still couldnt figure out how to get my characters to respond to the players by speaking. I also wish the key would have been a bit more difficult to find, rather than just by simply navigating the rooms.

 

Overall, for my first work of interactive fiction, I dont think I did too bad. I was excited just that the game worked, but if I ever use inform again I now feel more confident in being able to add in more details.

Creative Project- Using Synfig & Pencil

First and foremost, here’s my project.

I chose to do an animation simply because I have done quite a bit of work in interactive fiction and hypertext prior to this course.  I have made several choose your own adventures in the past, and as the requirements state, we’re supposed to try something outside of our comfort zone.  I have made simple gifs before, but I had never truly made anything beyond a few seconds of animation.  So, I dived headfirst into the unknown; animation software.

I have to say right off the bat that it definitely did not come out how I anticipated.  I had high hopes for the functionality of animation software, and they were quickly dashed, creating a lot more work for me.

What I was expecting was a tool that would allow me to input the ‘key’ pieces of my animation, and it would take care of all the stuff in the middle.  And I did find that in Synfig!  It’s a great free program that lets you do exactly what I described, and it worked pretty darn well for me.  Except that it would crash every time I tried to save my work.  I would recommend it though if you are an animation beginner like I was, and if you use a Windows machine.  It’s a little finicky on the Mac.

I went in search of free alternatives.  I found Pencil which is what I ended up using.  I don’t recommend using Pencil for any sort of large scale project.  Even though my animation was only a bit over a minute, this ended up being a huge pain in the butt.  However, Pencil is great if you are an artist who wants to show a time lapse of their work.  Or if you’re making something really short like a 5 second gif.

Pencil told me that you could add sound to your project.  And then, when I would try and export it with the sound, nothing would play.  I attribute this to my lack of knowledge of formatting, but nevertheless, Pencil probably should have been forthcoming with this information.

In the end, my minute long animation ended up having 300+ frames to make it look sort of smooth and, even then, it doesn’t look very smooth.  Each of these frames had to be created in a separate program (Gimp) and then uploaded as a new frame into Pencil.  Pencil’s animation timeline window also only went to a certain length, and I had to expand it manually.  Basically, more than half of the animation frame was hanging out somewhere beyond my computer screen as I continuously had to drag the window bar bigger and bigger.  I hope that made sense.

Due to this large amount of tedious work,  I didn’t get to show the whole story that I wanted to.

Thanks to this project, I got to learn more about animation and how it really works.  I also played with a couple of other different programs that ended up just not being for me; for example, I learned a little bit about modeling by trying out blender.  This was a great way to learn new software :)

 

 

Creating a creative project.

Before we began looking at the different programs used to make electronic literature, it never once occurred to me how much time and effort needs to be dedicated to making even the simplest form of electronic literature. As I began creating my own project using Inform 7, I quickly realized how difficult the task of creating a text adventure could be.  Every single action, thought, etc needs to be stated, even if it seems unimportant or obvious to you. One wrong or missing piece of text could prevent your text adventure from working correctly.  The text adventure I created was very simple, yet I still spent hours planning and testing the work before it was ready to be released.  I couldn’t even imagine all the effort that is put into other,more elaborate works of electronic literature.

The text adventure I created is called “Island Adventure.”  My game begins on a shipwrecked island,and the purpose of the game is to find the way off the island. Originally I wanted to do something entirely different with the text adventure, but having little prior experience with Inform 7 prevented me from doing so.  After multiple attempts, I was never able to figure out how to tell Inform 7 to do certain things I wanted it to do, so I had to change many things around.

Kudos to everyone who dedicated time and effort into making these works of electronic literature.  I can now say I know from experience just how hard it is to create one.

Anyways, you can try out my game on Playfic.  The URL is:

http://playfic.com/games/hholden88888/island-adventure

Audio Call

When we first learned how to use twine, I was very intrigued. I played with the software a bit and thought about how the way it worked was almost like a conversation. The first panel is speaker 1. You click a link, and you can get to speaker 2. And so on. Although that’s not the best way to use the software, it was where the idea for my story came from. The story is no longer quite like that, since I’ve tweaked and completely rewritten and added significant portions of it to the original, but the base is still there in some spots, giving the reader the flow.

I mixed up the way the story works. It’s not like the original poems we read in class, where you received a bunch of random links to the next page of poetry. The links are embedded in the story to give a better feel of a person thinking.

The point is for this to be a post-apocalyptic science fiction story.

There are a number of problems with the story. The world is not fully developed. I’ve actually been changing it and adding more details to the characters, city, and what has exactly happened to make the world and people involved make more sense. So this is a work in progress. What I have here is a complete story, but there is much more that can and will be added to it to hopefully improve it and make it easier to understand. I’m also aware that the opening needs a lot of work. The basic idea is there, but I want to improve it and make it less vague and cliche.

A noted reason on why I chose Jonah over Sugarcane is the visual difference. Since the original concept was to make the story look like a phone call, I didn’t want to have old panels showing up. I just wanted to see a single panel. It makes things look more significant. You also can’t undo things in a phone conversation. You can apologize for it. You can explain it. But you can’t really take them back as if they never happened. So I didn’t really see the purpose of having a ‘rewind’ option.

I also noticed a big difficulty in using sugarcane: every panel had a title. It is very difficult to make this work well. Every link would have to reference what was going on in the panel or be significant. Since I tried to work most of the links into the narrative, rather than have bottom links on the page, this proved difficult because I had to work much harder to work the next panel’s idea into the current panel, which took away from what I could write on the panels I was on. While this could make a ‘better’, more connected story, when I really tried to make this work the panels turned a little too cliche and overly metaphorical. I wanted a story that was relatively simple, because I felt that would be more profound. I also wanted the panels to be a little more open-ended than how they were turning out when I tried to go down that path.

The song usage was an idea coming from the idea that the reader is meant to be sort of following Thea’s train of thought. Music is such an important part of human life that I thought it would be a useful tool to show what Thea is thinking. Songs can demonstrate so much about us and how we think. Whether it’s a happy song or a sad song, or a song with lyrics that make us think of certain things or remind us of what’s going on in our lives, with slow music or erratic music, with a patriotic theme or a mournful theme, songs speak volumes about us. We typically don’t listen to something unless we like, and if we go against that, there is a reason. The songs are also messages to others in the story who hear them, not just the player.

Anyway, please try out all the different story lines. You can play it here.

- Brittany Vitner