My experience designing and creating the P2 interactive fiction game was both challenging and very rewarding. Coming from the collaborative process of P1, where I had teammates to brainstorm and share responsibilities with, I definitely felt the absence of a team during the design process. Working alone meant that every decision—from storyline development to technical implementation—rested solely on my shoulders. This was both liberating and daunting, as I had complete creative control but also had to navigate obstacles independently.
I approached this project with a desire to explore a significant social issue: the isolation resulting from virtual experiences, such as VR and social media. In our very connected world, it’s ironic how technology can lead to a sense of disconnection from reality and interpersonal relationships. This theme guided my design choices, leading me to create distinct worlds representing various forms of escapism. For example, one world immerses the player in a utopian world free of conflict where players can stay frozen in time, while another allows players to escape via the experience of risky behaviors. To tie everything together, I set the game in a fictional virtual world called “Eden,” symbolizing both paradise and the allure of unhealthy coping mechanisms.
Throughout this process, I learned how to use new software—Twine. The process of learning how to use Twine, especially with the resources given by Amy, wasn’t too bad. I’ve coded websites, so this wasn’t too terrible. The only technical issue I ran into was when implementing various text styles to output the text in chunks. If I added too many “click page to reveal text” blocks in a passage, it would stop working. I also discovered how to craft meaningful plot breaks to maintain engagement. Balancing the narrative with interactive elements was crucial; too many choices could overwhelm the player, while too few might lead to disengagement.
Sharing an unfinished version of my game during playtesting was uncomfortable at first—it felt vulnerable to expose my work in progress. I was anxious about how others would perceive my ideas and whether the themes would resonate with them. However, the feedback I received was invaluable. Observing nonverbal reactions from in-person testers—like moments of hesitation, excitement, or confusion—provided insights into player engagement that I might have missed otherwise. This immediate, face-to-face feedback highlighted areas where the game excelled and where it needed refinement. This process has ultimately taught me the importance of adaptability and pivoting when things don’t work, which significantly improved my final iteration.