As I wrap up my exploration of interactive fiction, I remembered a presentation I did a few years ago about using mentor texts for digital writing. One element of that was how I helped my students write Make Your Own Adventure stories with a wiki. So, I edited down that presentation, added a few videos, and want to share it out here. I’m thinking there could be a lot of more I could add to it, but maybe I will do that at some later time.
I am loving that so many visitors here at my blog are leaving comments and suggestions as I explore interactive fiction. Yesterday, Sally suggested I check out Infinite Canvas, an app for the iPad that is built around the concept of an expandable story map, which Scott McCloud has touted as one of the more interesting and creative elements of comics. I did spend some time yesterday, with Infinite Canvas, and I liked it, although I think there is a bit of a steep climb for beginners.
The app reminded me of something I had once thought of in relation to Prezi. I love the canvas element of Prezi, where you can see the whole presentation from above and build it out. But I always wanted to be able to vary the paths of users of a presentation. Unfortunately, there is only one path in Prezi (as far as I can tell). Infinite Canvas addresses that by allowing a creator to set up multiple paths for exploration of images, audio, video and text. Think of it like a massive blank wall, and you are putting post-its up there, and then creating opportunities for connecting those post-its together in a myriad of ways. That’s the idea here.
The interactive part is that you could create a project with multiple paths, and let the viewer/reader/player make decisions that brings you along various paths of a story. You could even created “squares” in which slightly different elements of the same scene reconnect back with each other, sort of like alternative realities. Infinite Canvas allows you to import images and record audio narration right in the app, as well as text layers. Once I got the hang of the app, I was fine. But even with the tutorial (which is nicely done), it took me a while to get my head around what I was doing. There are a lot of tools built into the app, and it wasn’t always intuitive on where to go to do what I wanted to do. (Which might be an issue if you were to use this app with students. Or not. They might just dive in and figure it out easily enough).
And I have not yet figured out the best way to share a story from Infinite Canvas to a general audience (such as you). The app is free and you can create basic 12-frame stories (and download stories from its library), there is an upgrade of $2.99 per story to expand the tools and how to share it (with Dropbox, it seems). With the free version, you can share it to yourself via iTunes. But I think the files are in a certain format that is not universal, so I am not sure how you share it out unless the reader has the app. I need to check this out more.
Ultimately, Infinite Canvas does an interesting job of showing a different way to create a story, and it connects nicely to my inquiry around interactive fiction and technology. I appreciate that Sally suggested it.
Peace (along the canvas),
PS — here are the developers, talking about the app.
I came across this simple writing sheet that I created two years ago when I did make-your-ending stories with my sixth graders. We actually used it twice: first, as a collaborative writing prompt, where one student began a story and then passed it along to someone else, who then branched it out and passed it, etc. Second, it became a graphic organizer for their own stories, which we later published on our wiki site. It’s nothing fancy, but it is a good starting point for this kind of branching story.
I also found this concept/site map that I had created for other teachers to explain how to teach Make Your Own Ending stories. The map is part of a website that I had created called Threaded Adventures. It’s still a valuable resource, for me.
It all starts with the choice of a vanilla or chocolate ice cream cone, and from there, Jason Shiga’s imaginative graphic novel/interactive story app called Meanwhile moves into visual high gear, allowing the reader/player to make choices in the story branches. Most of the branches lead to disaster. One will not and the ultimate goal is to find that branch that will lead to a happy ending. All of the branches have doses of humor and visual artwork that will engage you on a variety of levels. Shiga built the app (and the app is inspired by the graphic novel of the same name, which also floored me when I reviewed it for The Graphic Classroom) around the concept of the “infinite canvas” — a concept in comics that forces the reader and writer to “think big” by expanding the story beyond what can be seen and what can be experienced.
Meanwhile takes advantage of that idea (and even did so in a creative way with the book) by allows the reader/player to see various paths of the story. You literally zoom over parts of the story map as you connect with parts of the story based on the choices you make. More than once, I was thinking, what was that part of the story? as the window blew past some frames I had not yet viewed. Instead of keeping everything hidden and out of sight, you can see elements of the story map. In a lot of ways, this visual storytelling strategy is very different from the other interactive fiction stories and apps that I have been reading/playing in the past two weeks.
The story has to do with a boy, Jimmy, who stumbled into a factory of a professor, whose been creating devices that could be used to destroy the world, or not destroy the world. So, which will you choose? Your decisions are what lead you along various branches of the story in Meanwhile.
The downside is that Meanwhile is an app that costs $4.99. The upside is that Meanwhile will keep you busy for a long stretch and you will be amazed by the creativity on display. It’s an interactive fiction app that harnesses the power of graphic novels and comics in a make-your-own-adventure style of play.
This free app — Versu — is very different from The Dreamhold, the interactive fiction app I reviewed yesterday. In the stories in Versu (there are a few free ones and then you can purchase others in a library), the reader makes choices about the dialogue and actions of a character in the story, and those choices shift the narrative. The first story — An Introduction to Society — has a main character, Lucy, interacting with her grandmother as she prepares to meet other members of high society. It’s like an English novel of manners, with choices for behavior and actions.
The story unfolds mostly in dialogue and decisions, and as new characters enter the scene, they are depicted as icons down below. A click on their pictures reveals what each character is thinking at a given moment in the story. While the story is rather highbrow, the choices invite you (as Lucy) to be either very civil (and therefore, boring) or rebellious by having the main character act rude, say foolish things, or be provocative in the way she holds herself. (So, for example, as I had Lucy tell the visitors that her grandmother thinks one of them is a “clod,” I completed one of the story’s achievements: sowing discord. Yes!)
And at some points, the grandmother breaks out of her role in the story to become a narrator to how to play the game (which, to be frank, is slightly odd when it first happens because you think you are still reading the story and you realize the grandmother is talking to you.) While I did find the interface interesting, this is clearly a story that might interest an adult more than a student (and no doubt, it was not designed for teaching interactive fiction). However, it could work with high school students who are studying English literature.
Oddly enough, I felt less agency as a reader/player with the Versu story than I did with The Dreamhold (which I reviewed yesterday). It was more like a neat diversion piece of reading than a full immersive experience. Maybe this is because you have to choose from a menu of choices provided by the story. But the Versu app is worth checking out, particularly for the way that writers Emily Short and Richard Evans uses character motivations and thoughts as well as dialogue to pace the story forward. The emotional wrinkle to interactive fiction is pretty interesting, and something I have not yet come across in my adventures exploring this kind of story/game.
And I am intrigued by the mentions of players writing their own stories, although I don’t quite see that option yet. (Versu is pretty new, so maybe that kind of writing component will fold out later).
(Thanks to my friend, Ryan, who shared a few links with me yesterday about interactive fiction apps and sites. I spent a bit of time exploring this one, and then stumbled on a few more, too.)
The Dreamholdis an interactive fiction story that is designed to introduce readers to the concept of exploring story via text only (No graphics. No animation. Only words and imagination). A free app from iTunes, The Dreamhold puts the reader/player into exploration mode, as you wander around a castle of some sort, and you slowly realize that it might be a place of magic. There are a lot of things to like about The Dreamhold. It’s free for both iPad and iPod/iPhone, it has a helpful system of “hints” built into the interface, and it simplifies the experience just enough to allow even the most novice of interactive fiction readers (like me) to have fun and understand the concept.
I like how the app is laid out, too, with a handy place for finding common commands for movement and examination, and how you can save your progress and return to the story later. A map section also shows you a bit of an overview of where you are in the Dreamhold (and reminds you of how much of the story has yet to unfold). All in all, if you are seeking a way to experiment with reading/playing an interactive fiction story, The Dreamhold is a good place to start. (I notice that the company — Zarfhome — has also put out other IF stories that cost 99 cents, which is still a pretty good deal.)
Here’s what I am wondering: can I get this app onto our school iPod touches and use it as an introduction to IF with my students? (Short answer: yes. Longer answer: we have old generation touches, so what I wonder is whether it will work on all generations of Touches. I think it will. I am going to try it.)
As I explore Interactive Fiction and Choose Your Adventure genres, I realized that I have an app that is all that on my Ipad. I had forgotten about Underground Kingdom, for some reason, and yesterday, I returned to the interactive ebook to see how it might help me think about my students reading and writing interactive stories. Underground Kingdom does a nice job of adapting the old Choose Your Adventure story concept (there are 23 possible endings and you can access a map that shows your path and your dead ends, so you can always jump back into the story at different points).
Underground Kingdom was financed via Kickstarter, and the app (which costs $2.99 at the iTunes App Store) takes advantage of the technology by integrating motion graphics, simple animations and, of course, the hyperlinked tree effect, which allows a reader to jump around the story arc based on choices made. The plot of the book has to do with a black hole at the center of the earth, a strong gravitational field, and a hidden kingdom … of monkeys. Yeah. So, you can get a sense of the fun and adventure that this sort of story brings to an iPad (Underground Kingdom is not yet available for other devices.)
I had fun reading/playing this story, although I wasn’t all that overwhelmed by the graphics and the story is still pretty text-heavy. Still, the plot moved at a rapid pace, and the use of second person narrative making choices was effective. I liked that when I hit a dead end, I could venture back to the story map and keep going in another direction. In fact, after 25 minutes of reading/playing, I still seemed to have a long way to go with the story.
It makes me wonder if there are other Choose Your Adventure stories out there in ebook/interactive format. Do you know of any others?
My sixth grade team got an email the other day from our school’s administrative assistant, letting us know that we still have some money in our grade level supply fund and, she urged, we better spend it before the district takes it back. We didn’t even know it was there, so that kind of email is like a holiday cheer for a teacher. My first impulse: let’s get some new books for the classroom. As it turns out, I was starting to go through the application process for Donors Choose to ask for a collection of Choose Your Own Adventure novels as part of my inquiry into Interactive Fiction (I’ve been writing all week about this topic. See my post from yesterday.). I want to use the Choose Your Adventure books as mentor texts and then shift my students into writing their own multiple ending stories with Twine or some other technology platform.
There is another motive here, too, which is to vary the kinds of texts my students are reading. We recently referenced Choose Your Adventure stories, and I read part of one aloud to the class as we collectively chose various story paths, when we were studying Narrative Point of View. It’s not easy to find an accessible second-person-narrative story that works, but Choose Your Adventure stories fit the bill perfectly, and I had a lot of students intrigued by the story. It turns out that this generation of kids haven’t really been exposed to these stories. In the past, I’ve had kids who devoured the Goosebumps series, so they had some understanding of the reader as protagonist. Not many of my students had read Goosebumps, and very few knew about Choose Your Adventure stories. Which is sad, really, since they offer such a different kind of reading experience and interaction.
So, I saw the email, dropped out of Donors Choose, and got to work on Amazon, finding books that I could suggest we order for our students. Bingo! I am hoping the plan for a collection of new books is now in motion and my collection of Choose Your Own Adventure books will be coming soon.
(Note: This is part of a short series I am sharing about trying out Interactive Fiction as a writer. On Sunday, I shared out the overall experience. On Monday, I shared out the first story that I wrote, and well as provided some advice on how to play it. Yesterday, I went in another direction, using a free software program called Twine. Today, I will share out resources that I have discovered and maybe get you to tinker with some other Interactive Fiction possibilities yourselves. – Kevin)
I’ve stumbled on a fair number of resources around Interactive Fiction that might be helpful if you, like me, are wondering what it is all about and whether it has a place in the classroom as a writing experience. I apologize if this post seems more like a stream of consciousness than a coherent presentation of ideas. (Maybe I should have created it as interactive exposition?)
This video is a great piece about the art of video game storytelling. I like how it broadens the view of what writing can be.
Playfic is a neat site for creating, sharing and playing Interactive Fiction games. While there is a learning curve, one can also creatively “steal” the code from other stories and then revamp them. Here is a handy cheat sheet of commands for playing the games/stories at Playfic.
Twine is a free software program for creating hypertext stories, which are different from the typical Interactive Fiction, but in the same vein. (Which reminded me of this article that I read a while back about non-sequential narratives. It’s pretty fascinating.) Chad shared out a few resources that were helpful to me, including this quick tutorial on the basics of Twine.
By the way, Eastgate is an online journal for hypertext projects and you can easily get lost in the mix there. There’s some nifty poetry, media projects and stories that pushes the boundaries of our conceptions of writing in a digital space. I am sure there are other hypertext journals out there, too. If you know of more, leave me a comment, won’t you?
Jason had his students head to the 2012 Interactive Fiction Competition (who knew?) to play and vote on some stories. It looks like a nice range of stories that can be played online as well as offline. They might work well as mentor texts.
Hypertextopia is another site that allows you to build/construct hypertext stories. It’s been some time since I have explored it, but when I did use it for a story collection, I liked it.
Inklewriter is an online space for making linked make-your-own-ending stories that Ryan shared with me on a comment this week. I have not yet tried it (although I have had it bookmarked for a time now) but Inklewriter looks pretty intuitive to use, along the lines of Twine but in an online space (for easier sharing, right?).
I have used wikis with my students for those kinds of branching story projects (which Twine might replace this year). I even created this resource for other teachers thinking about how to help students make their own make-your-own-ending stories with online tools. As I think about the role that Interactive Fiction might play in teaching writing, that lesson plan will be my starting point. I even presented about it once at a regional reading conference. (Note to self: dig up those files.)
Finally, all this reminded me of a video series that I made to experiment with annotations in Youtube, using the ‘choose the path’ concept for choices made by the viewer. I used this tutorial to understand a bit about how to use the spotlight/annotation feature in YouTube. I admit: I have not used this with my students, but I would love to do it.
(Note: This is part of a short series I am sharing about trying out Interactive Fiction as a writer. On Sunday, I shared out the overall experience. Yesterday, I shared outthe first story that I wrote, and well as provided some advice on how to play it. Today, I went in another direction, using a free software program called Twine. Later in the week, I will try to share out resources that I have discovered and maybe tinker with some other Interactive Fiction possibilities. – Kevin)
I found Twine, a free software program that allows you to make Interactive Fiction, from my friend, Chad, in one of his comments at my blog this week. (Twine is also the name of the new Twitter video app, but they are different programs altogether.) Twine is a program that allows you to map out choices that a reader might make in a story, and then it moves them along various story arcs via hyperlinks. It’s a sort of Make Your Own Ending program.
Here is a map to a story that I created, called Here There Everywhere. I like the visual element of story construction and Twine uses that interface as its main element of design of writing.
Twine is very different from Inform, which is the software unpinning of Playfic, which I used earlier this week.
In Playfic, the reader/player needs to know the commands that will move you through an environment. It is very language-based. With Twine, you just need to make a choice and follow the link left by the writer. In terms of true Interaction Fiction, I think Playfic is the better choice because it becomes more of a game than just a story. In terms of ease of use, Twine wins hands-down, although it is less of game and more of a story.
And as I think about how to bring this idea of Interactive Fiction into my sixth grade classroom for a writing experience, Twine takes the cake. If you learn just a few simple steps, you can be writing a story within minutes. (But Playfic might be a logical extension activity for some students who “get it” and want more. See my story — What To Write With When You Are Writing story as my own example from the other day.)
A nice thing about Twine is that it resembles an HTML editor in a lot of ways, so you can embed video, images, audio, etc, as long as they are hosted somewhere online. You can then embed the code right into the story. I did that with my story by adding a video intro and outro to the my story, just as an experiment, and it worked like a charm. One issue with Twine (but not with Playfic) is that the program lives on your computer, so if you want to share your story with the world, you need to host it online. Twine does its part to make it simple, though, by creating your story in a single HTML file.