Twine is my favorite tool for working with would-be game designers new to interactive media: as I’ve noted in the past, both the original Twine and Twine 2.0 are newbie-friendly and flexible platforms for building hypertextual experiences. However, embarking on a Twine project can be daunting: the possibilities of building choice-driven narratives can lead down infinite paths. It can be tricky to build an assignment or workshop structure that keeps Twine texts down to scale without cutting off too many possibilities. Twine is based on the idea of building passages, which can include as little as one text or image with a link to the next, or can potentially include pages and paragraphs of text. This flexibility is part of what makes Twine great for playing with ideas from a range of disciplines.
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