Twine
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20
MENTIONS
6
EPISODES
6
PODCASTS
Search complete. 20 mentions across 6 episodes found for "Twine".
Oct 30, 2026
OPEN MAILBOX November 2026
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10:06Tim GilbertsHOST
Okay, and in more news, Ectocomp, but how much can we say before the games are formally published? Well, Stuart C.
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10:13Tim GilbertsHOST
Baker says, working on an informal adaptation of the cask of Amontillado, which seems to have been adapted twice for Twine, but not so far as I can tell in the way I'm adapting it.
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10:25Tim GilbertsHOST
So we were going to say we should include It's in the Bacon.
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10:32Tim GilbertsHOST
It's not payable online, despite having a playable HTML download, which is a bit odd.
Matthew Seiji Burns, writer, designer, musician (Call of Duty, Halo, Eliza).
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52:21Matthew Seiji BurnsGUEST
So I went to the university and worked there on the research program for about four years or so.
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52:27Simon ParkinHOST
I want to ask you about the Twine game that you wrote in 2015 with a mutual friend of ours, Tom Bissell, a previous guest on the show.
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52:37Simon ParkinHOST
It was called The Writer Will Do Something, and it was about an emergency meeting on a disastrous fictional AAA sequel.
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52:45Simon ParkinHOST
Tell us a little bit about what the game is and where the idea came from.
Designing Historical Games for Classrooms: A Practical Guide for Educators with Jeremiah McCall (Routledge, 2026)
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19:39Jeremiah McCallGUEST
I appreciate that.
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19:40Rudolf Thomas InderstHOST
The book also discusses several different formats, including board games, card games, role-playing games, and choice-based historical texts, created with Twine, that is.
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19:51Rudolf Thomas InderstHOST
What can these different media and formats contribute to historical learning, and how should educators decide which format is most appropriate for a particular classroom project?
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20:04Jeremiah McCallGUEST
Yeah, it's a great question because every medium represents the past differently, even different media of games.
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20:44Jeremiah McCallGUEST
Um, so what I would say, though, is, um, think about what you want your students most to consider.
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20:53Jeremiah McCallGUEST
A- and this is true if you're designing it for them as well, if you're choosing as a teacher to design, 'cause the book is supposed to do both.
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20:59Jeremiah McCallGUEST
Are you trying to crystallize agency, the choices you make and the reasons why you might make them? If so, Twine, because the precision of text, these are choice-based, right, choose your own adventures, the precision of text allows you to write quite clearly a character and characterize your historical agent.
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21:23Jeremiah McCallGUEST
Um, you know, I always use Emmeline Pankhurst, the British suffragette, right? And so it's like you get to actually explain why did she choose more aggressive, violent protests in a certain situation rather than more peaceful means.
36 - Scott of Wacol Studios
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12:15JohnnyHOST
And then slay the princess has become like a phenomenon in its own right.
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12:18JohnnyHOST
And I think it's like such a cool, beautiful story and a, and a nice on-ramp in particular, um, And I think for people looking to get into like a little bit more empathy for the type of bloat we're talking about that can happen when you add branches like Twine and Ren'Py and these like very simple to learn engines like are a great way to visualize it.
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12:43JohnnyHOST
Right.
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12:43JohnnyHOST
So like for this show, I was like interviewing game devs and I was like, I'll try making a game in Twine to like be able to have more empathy and see.
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12:51JohnnyHOST
And it's like when you just, there are like nodes on the screen, right? So you can see the branching pathways.
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12:58JohnnyHOST
And when you add one, it's like you double the amount of nodes, right? And so then when you add two, you triple the amount and it's kind of exponential growth as far as work goes.
DLUTI 258 - Rasterflesh: An Alex Hera Joint (AKA an interview)
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24:02Alex HeraGUEST
I did, yeah.
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24:03Alex HeraGUEST
All I just did in HTML and Twine.
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24:07Alex HeraGUEST
So like the sort of initial website you get to is all coded in just HTML.
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24:13Alex HeraGUEST
Very like old school, like you would like a website from the 2000s because that was the like aesthetic I was going for.
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24:20Alex HeraGUEST
And then most everything else was built in Twine, which is a like game engine mainly designed for like choose your own adventure games, like text adventures, right? Um, but if you decide to fuck around with it, you can do other things with it.
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24:36Alex HeraGUEST
Uh, like have passwords and interactive like video segments and stuff, uh, which is what I did with it.
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24:43Alex HeraGUEST
Um, my first time using it, I did like a chooser and adventure game last year as part of an event called slender for gender.
Designer Notes 98: Xalavier Nelson - Part 1
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35:53Soren JohnsonHOST
Okay.
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35:54Xalavier NelsonGUEST
And I find out about Twine-
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35:56Soren JohnsonHOST
Okay
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35:56Xalavier NelsonGUEST
... and interactive fiction.
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36:41Xalavier NelsonGUEST
I was like, "Fuck, they got me." [chuckles] Because the creative process was incredible.
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36:49Xalavier NelsonGUEST
I, I, I loved solving problems and making this thing exist.
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36:53Xalavier NelsonGUEST
It helped that people liked it, but it spoke to my soul in a way that nothing else did, and a lot of my journey since has been in the same way as figuring out how to make that Twine game.
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37:06Xalavier NelsonGUEST
What do I have? What are the resources I've got? And what is the path to, to shipping a video game?