Creating the P2 Interactive Fiction (IF) game was an experience that reshaped my understanding of storytelling in gaming, especially in a text-based format. Initially, I thought of IF as primarily story-driven and linear, with players simply “reading” through a narrative rather than actively participating. However, as I began designing my own IF game, I realized that it could—and should—feel much more dynamic and immersive, with carefully crafted mechanics guiding the player’s journey.
My game centers on Echo, a young woman exploring the remnants of a dystopian world shaped by extreme reproductive policies. My goal was to create an environment that allowed players to piece together the backstory themselves through clues and interactions, rather than receiving information in a straightforward narrative. To achieve this, I incorporated puzzle elements and escape-room mechanics, such as solving passwords and uncovering hidden clues, which encouraged players to think critically and become active participants in Echo’s journey. This experience taught me that IF, when well-designed, can seamlessly combine narrative and mechanics to engage players more deeply.
Watching others play the game was invaluable. At first, the feedback was mixed—some players felt overwhelmed by lengthy passages, while others enjoyed the suspenseful plot but wanted more opportunities to make meaningful choices. This feedback showed me that effective IF design hinges on balancing the narrative flow with interactive elements. I refined the game by making the text more concise and spreading out key story elements, allowing players to uncover Echo’s identity at their own pace. I also redesigned parts of the game to strengthen player agency, such as adjusting the ending sequence into a passage-like format for smoother progression.
Reflecting on the project, I’ve learned that IF can offer a unique kind of “fun” through discovery and exploration. The fun doesn’t necessarily come from fast-paced action but rather from the satisfaction of piecing together a story and making choices that feel impactful. Moving forward, I’d love to experiment with audio-visual elements, such as ambient sounds or subtle visual cues, to make future IF projects even more immersive and multi-sensory. This project has shown me that IF games have endless potential for creating meaningful, thought-provoking experiences through player-driven storytelling.

