I Wish I Would Have...
"I Wish I Would Have…" embodies the collaborative nature of interactive fiction (IF) as described by Rafael (2018). This form of storytelling blends traditional narrative techniques with digital affordances, and offers a non-linear, choice-driven adventure where the narrative is more significant than gameplay components. The structure of the game is inspired by various sources. Firstly, the branching narrative of "Bandersnatch" serves as its backbone, enabling players to explore multiple pathways and outcomes, much like navigating through real-life decisions and their consequences. The game also incorporates elements from "Dread." Particularly, the 'control your temper' mechanic introduces tension and suspense based on player choices, reflecting the protagonist's fluctuating emotional state. Furthermore, the non-linear storytelling approach of "Microscope" is evident in the game's design, allowing for exploration and unpredictability in the narrative. This is particularly highlighted in the 'click-to-advance,' and ‘click-text-to-reveal’ mechanics, aligning with Carse’s (1986) concept of dramatic play to engage players and diminish the sense of a pre-scripted, finite story.
At its thematic core, "I Wish I Would Have…" delves into the world of a teenager facing challenging times, exploring the effects of stress and emotional instability on perception versus reality. Interactivity is pivotal in gradually unfolding the protagonist's perspective, drawing players deeper into their subjective experience with each unpredictable click. The game addresses the journey through the complexities of coping with loss, immersing players in the protagonist's emotions and perceptions of the surrounding world, and the overarching impact of these experiences on their daily life and relationships. Additionally, it probes into the turbulent relationship between the protagonist and their mother, underscoring the nuances of miscommunication and unspoken pain within familial bonds.
Ultimately, "I Wish I Would Have…" seeks to resonate emotionally with its players. It offers a window into the protagonist's world while fostering introspection on themes of perception, grief, and family dynamics. It exemplifies the unique power of interactive fiction to engage players in a story that reflects the complexity of human experience.
References:
Carse, J. P. Finite and Infinite Games. New York: Free Press, 1986.
Rafael, Sonia. 2018. Review of Interactive Fiction. Narrative and Immersive Experience in Text-Based Games. https://www.researchgate.net/publication/328813232_Interactive_Fiction_Narrative...
Status | Released |
Platforms | HTML5 |
Author | Diana Zhang |
Genre | Interactive Fiction |
Made with | Twine |