I am currently in the process of writing out a Twine story about cleaning up the apartment of a recently deceased friend. It was brought to my attention by a friend that this may be a slightly more traumatic experience than I had previously assumed, and I thought this would be a good opportunity to do a number of things: design a game, start a blog about game design, and unpack the unfathomable.
As I’m writing this, my first post, I think a lot about the starkness of the theme I chose or the tone I’m trying to write in, right now, for whatever reason. I think it’s okay.
I laboured over a good name, a good theme, and a good identity for a lot of things I’ve done in my life. I think I’ve never started an endeavour without knowing what it is going to be called; I want this to be different. I want this to be a place where I can go. While I know that “Destroy Object” is a bitchin’ name, I think it means a little more to me than just that.
I have the Twine story broken down into categories, like a design document or a vertical slice. There are locations, tangents, lists, items, and anecdotes. They all sit on different rows, which I think is a useful way to make a Twine story. Use the space they provide you to organize your thoughts. Locations, tangents, lists, items, and anecdotes all have different functions, and as I unpack the events themselves, it helps me to see it all there plainly, broken down by category, and stripped to the bones.