Another thing that stuck with me most about completing the quest was the fact that while these types of interactive games let you choose from a variety of options to go forth from, Depression Quest would sometimes show you options but have some of them be crossed out. This manner of directed choice helped further relay what one’s experience with depression can look like. Through manipulating the way that Twine can be used in such a way, the creator was able to make what depression is like for people more realized.
Over the weekend, I was able to explore some other Twine narratives and saw how creative they could get with regards to design. One of them almost felt more like a stop-motion picture, while another had only words. I hope that at some point I too will be able to create a Twine narrative that is design-wise at the same level as those that I have seen online.
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