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The USM Game Studies Group is excited to announce its second annual interactive writing contest, “Texts & Twine.” Using Twine, Inform 7, or another digital tool for writing interactive texts, we invite students to write, design, and submit an interactive text in any genre they wish—fiction, nonfiction, poetry, scholarship, game, memoir, creative nonfiction, interactive narrative, etc. Selected submissions will be featured here on Quest Log and compete for a few small prizes. Judges will consist of the editorial board of Quest Log and select members of the USM Game Studies Group.
Find everything you need to participate (Twine tutorials, articles and resources, etc.) here. Click “Read more” to find out the submission details and contest rules!
For most of us, quarantining began in March 2019, when the effects of the pandemic reached a point where it was simply safer to remain at home and distance ourselves for everyone’s health. For many gamers, staying at home meant more time to play games——in theory. In reality, the nature of the pandemic shaped the ways we experience, play, and think about games differently than the days before our pandemic experiences.
We asked members of our Game Studies Group to reflect on what it meant to play during a pandemic. How has the pandemic changed our encounters with games? Do we find that games help us cope with world changes? Or has the pandemic negatively impacted the way we view games and gaming? Ultimately, was the pandemic helpful or harmful to gaming culture?
Fifteen of us responded, and the thoughts are telling. We invite you to scroll through our reflections and thoughts and draw your own conclusions.
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Lumino City is an award-winning game made by State of Play Games that explores the ins and outs of a beautifully hand-built world. To succeed in the game, the player must use investigative skills to work their way through the different machines and processes that structure the city. Through its handcrafted design, the game stimulates the player’s creative side and strives to promote the creation of sustainable energy through the use of reusable objects.
Welcome to Spin the Yarn, a Twine Game Jam hosted by the USM Game Studies Group! This is a beginner-friendly game development event for people who want to have fun, meet new people, and create interactive fiction together! All are welcome!
The USM Game Studies Group is excited to announce its second annual interactive writing contest, “Texts & Twine.” Using Twine, Inform 7, or another digital tool for writing interactive texts, we invite students to write, design, and submit an interactive text in any genre they wish—fiction, nonfiction, poetry, scholarship, game, memoir, creative nonfiction, interactive narrative, etc. Selected submissions will be featured here on Quest Log and compete for a few small prizes. Judges will consist of the editorial board of Quest Log and select members of the USM Game Studies Group.
Find everything you need to participate (Twine tutorials, articles and resources, etc.) here. Click “Read more” to find out the submission details and contest rules!
Oxenfree is a point-and-click adventure game that has a clear tone and imparts a certain ambiance for the player as they make their way through the game and interact with the dialogue and story. The suspense and mystery compel them to play on and uncover the ghost story’s mystery.
In A Mortician’s Tale, a video game that explicitly takes death and the processes surrounding death as its focus, many of these traditional views about death are challenged and unsettled. The game offers a positive view on death and educates its audience about various options for after-life care.
In the absence of light, darkness reigns supreme, amplifying feelings of terror and tranquility. The interactive video game A Blind Legend, published in 2015, captures these emotions by conveying the sensation of being blinded, while also fostering gameplay accessible to the visually impaired. Raising awareness about blindness, DOWiNO and France Culture—the developers behind A Blind Legend—focus on the journey of an old legend: the blind knight, Sir Edward Blake.
Played as a serious game, Ndemic Creations’ Plague Inc. effectively incorporates these elements to underscore its purpose as a game designed to inform players about disease transmission and pandemic culture. Plague Inc. is a single-player video game in which the player takes on the role of a disease and attempts to infect and eliminate the entire global population.
Designed by Lucas Pope, Papers, Please (2013) is a border-security simulator in which the player is “assigned to the Ministry of Admission in the war-torn dystopian nation of Arstotzka” (Pope 2012). While the player carries out their daily duties of verifying passports and identities, they put their meager earnings towards providing for their family and paying down their debt. As the days pass, players are presented with more and more responsibilities—bribe offers, pleas, and threats—as the State of Arstotzka demands disciplined performance from its employees and pays only by person processed. No time can be wasted in the 12-hour work day, lest the player fail to earn enough to support their family.
As part of our current contest to create Twine works, we thought we’d introduce you to the concept and tools that make up Twine and Twine works.
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Want some company? Playing anything new? Bring your lunch and come talk about your favorite games with us!! 🎮🕹️🍽️ https://t.co/ScRsJXtbUz
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Who’s ready for a game jam??? 🧶🕹️(Scan the QR code if you don’t know what a game jam is 😵💫) https://t.co/VeOGsEUAVx
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Our second annual interactive writing contest is officially live! We welcome any Twine, Inform 7, or other digital… https://t.co/6ZbcnOimHl