The Sorcerer's Kitchen
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The Sorcerer's Kitchen

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Abstract

The theme which I incorporated into my branching narrative was "falling" and is interpreted as a slippery slope. My story is a somewhat dark and occasionally comedic experience where you are a knight on a quest accompanied by your page. You happen across a sorcerer's cave filled with enticing things to find and play with, but you have to be careful or you may find that you have bitten off more than you can chew.... There are many paths of the branched narrative which allow the player to get engrossed in some magical item and start playing with it until they can no longer choose not to; thus, falling in this game is being so enticed by benign-seeming objects or magical things. However, this branched narrative truly is most fun when the player simply embraces whatever they finds most enticing and allows themself to fall into the dream, irrelevant what consequences might result. In my revision of this game for the Twine Beta assignment, I tried to make it look visually darker and more menacing--which may reduce the comedic effect observed in playtesting, but I did think that it would match the theme well. Additionally, I went through and edited almost all of the passages so that the writing was more thematically cohesive and I tried to increase the character interaction throughout the game without doing serious structural reform. At it's essence, the game is not as much about interacting with the sorcerer or even with your page as it is about seeing what happens when you interact with the environment.

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