Twine Project (25%)

During the first portion of the semester, the readings focus on how communities manage themselves and how we think about "small networks." You will be using Twine to build a story or game that addresses some issue related to this topic.

Some people think of Twine as a way of making games, and others consider Twine projects more like stories. Others think of them as a mix between the two. What you make with Twine is up to you, as long as you take advantage of the capabilities of the platform. Most importantly, you're task is to use Twine in a way that gives readers/players choices and making clear that those choices matter, and you will create a scenario that somehow sheds light on or questions our readings and discussions to this point in the course.

Altogether, the project is worth 25% of your grade, and it is broken down into four different components:

1) A one-minute "pitch" delivered to the rest of the class (5%)
During class on October 21, everyone will deliver a one-minute pitch to the rest of the class. This is an informal presentation - no slides, just you talking. However, the #1 rule is that you cannot go longer than one minute. So, you'll have to plan this out carefully, making sure that you tell us as much as you can about the project in that one minute.

2) Version 1 of your project (5%)
Version 1 of your project is due October 27 at 5:00pm. You will upload the HTML version of your game to Canvas. This doesn't have to be the complete project, but it should be a playable version of the project. That means that someone else should be able to navigate through it, read/watch/listen to content, and get a general sense for what the project is about.

3) Peer review of another student's Twine Project (5%)
We will have two peer review sessions during which you will get feedback from a partner. During the second of these sessions, you will complete a written response to your partner's game and upload that response to Canvas. This feedback should be as detailed as possible, and it must go beyond things like "This is great!" Giving detailed feedback will help your partner make the project better, and it will also help you work through your own project since it will get you thinking critically about what works well and what doesn't work well in Twine.

4) Version 2 of your project (10%)
Version 2 of your project due November 8, 5:00pm. This version of the project should demonstrate that you've revised and changed the game during the peer review process, and it should be free of bugs, typos, or other errors.

When responding to the different parts of the Twine project, I will be asking

  • Does your pitch concisely present your idea for the project, and did it observe the time limit?
  • Does version 1 represent a playable version of the game, even if it might have some gaps, bugs or errors? Is it possible for a player to see where the project is headed, even if it isn't yet complete? Does the project address some topic we have addressed in class?
  • Does your written feedback to a peer represent careful attention, providing detailed feedback about ways to make the project better?
  • Does version 2 represent a significant revision, incorporating feedback from peers, and is it free of bugs, typos, and other errors?

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