A Twine Game: “Saving Bartleby”

One of my favorite online games is The Kingdom of Loathing.  Published by Asymmetric, it’s a simple, web-based massively multiplayer online role-playing game (MMORPG) that does a comic take on the medieval quest venturing genre. The art is primitive, black line drawings of stick figures and mapping icons.  All the fun is in the writing.  Also, it’s free, works in any browser, and is low bandwidth.  It’s been a long-time companion during airport waits.

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Introduction panel from the Kingdom of Loathing

Because this game is mostly text-driven with the player making simple choices like fight or flight, what keeps folks playing is the feedback they get as they wander the various quests.  It can get more complex the longer one plays, in terms of weapons and skills acquired, but the story is what makes it fun.  Reading the professor’s suggestions revealed a software I didn’t know.  Twine is an “open-source tool for telling interactive, nonlinear stories” (About Twine).  Poking around its site, I started thinking about how I might have fun with an existing story, and Bartleby, the Scrivener came to mind.

Readers will recall the frustration of the characters in that story when they found they could not mediate any kind of change in Bartleby’s behavior.  While much of the action takes place in law offices, mentions are made of what the characters do when they are not in Bartleby’s presence, like Turkey’s time spent in bars drinking, or Ginger Nut’s forays to the market to buy treats for the staff.  For this game, we would find the different characters outside the office and follow them as they went about their daily lives.  An example follows.

Location: A Local Tavern

History: Information about what dining was like around Wall Street in the 1850s.  Include some pictures.

Description: The place is crowded, men standing at the long high bar, others seated at tables with benches. 

The Scene: Turkey and Nippers are lunching together and their talk turns to Bartleby.

The Options: Turkey might have choices like ordering another beer or going to see the minister on Bartleby’s behalf.  Nippers might have choices like ordering another coffee or changing the subject.  Each choice takes the player to a new page that moves that storyline forward. 

For me, the fun of the project will be in sharing more about what living and working were like in the New York of the 1850s.  And, in mapping some game-play without having to use something really complex, like Unity


Works Cited

“About the Kingdom.” The Kingdom of Loathing, Asymmetric Publications, LLC, 2020, www.kingdomofloathing.com/static.php?id=whatiskol.

“About Twine.” Twine / An Open-Source Tool for Telling Interactive, Nonlinear Stories, twinery.org/.

Melville, Herman. “Bartleby, the Scrivener: A Story of Wall-Street by Herman Melville.” Project Gutenberg, 1 Feb. 2004, www.gutenberg.org/ebooks/11231.

Billy Budd, Gamified

Our next unit will focus on Billy Budd reimagined via the Ivanhoe concept we’ll be discussing tomorrow. I’ve invited you to a site I’ve created to host our game and created an initial game to serve as a sandbox. Check out the documentation, which is aimed at instructors more than students, but has useful descriptions of how to set up roles, make moves, add to others’ moves, comment on moves, etc.

I’ll keep adding stuff to the site, and we’ll start a fresh game next week, once we start hacking out who is going to play what role. I’ll also share some guidelines re: evaluation, expectations, tutorials, etc. And we’ll meet in the library on Tuesday next week (as well as for two additional sessions in subsequent weeks), so you’ll have access to a computer, tech support (well, me), and support for research (one or two librarians will join us and help you locate good sources for your roles).

Melville lives!

Since we’ll start discussing Melville’s work next week, I thought I’d mention two Melvillian manifestations in culture today. First, the excellent publisher Melville House, a scrappy outfit that publishes an amazing list and has had the courage to tell Amazon to go %$#^ itself. If that wasn’t enough, well looky here:

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Some of you will get this on the way home, as it were, but trust me: it’s pretty funny.

Second, enterprising academics have created a (decidedly adult) game out of the text of Moby Dick. Especially interesting looking forward to our “playing” Billy Budd via the Ivanhoe WordPress theme in a couple of months.