hypertext game

Description (in English)

c ya laterrrr is the first in a series of exploratory works by Dan Hett covering his experiences during and in the aftermath of the 2017 Manchester Arena terrorist attack, where his younger brother was one of 22 people killed.

As summarised by Hett himself:

This game expresses some of the experience, along with exploring some of the what-ifs of choices I ultimately didn't make. All identifying information is removed, there are no names or locations specified anywhere. There are many choices within this game, and one of the many possible pathways does reflect my actual experience. This isn't marked or confirmed anywhere, and all pathways ultimately lead to the same endpoint. 

c ya laterrr  garnered press coverage, including articles in UK publications The Guardian and The Big Issue, and later won the New Media Writing Prize 2020.

Hett released second and third works to the series, The Loss Levels and Sorry to Bother You, in 2018. 

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Description (in English)

A short multimedia-enhanced hypertext game about perpetual cycles of displacement and violence, as seen through the lens of a child. Takes about 15 minutes to read/play, and no gaming skills are required.

Ishmael debuted at the 2017 Spring Thing interactive fiction festival, was selected to be showcased at the PixelPop Festival in St. Louis, was nominated for the "Best Social Impact Game" award at BIG: Brazil’s Independent Games Festival, was an IndieCade Finalist, and was shortlisted for the 2017 New Media Writing Prize

Multimedia
Remote video URL
Description (in English)

Whom the Telling Changed is a short accessible piece of interactive fiction that incorporates several remarkable innovations. The reader can direct a character to do certain things, as is typical in interactive fiction, but is also able to influence the outcome of an important storytelling session, one which shapes a Sumerian people's course of action. Whom the Telling Changed adds hypertextual aspects to the conventional interactive fiction interface and shapes the story-world in unusual ways based on the reader's input.

Description (in original language)

Author description: In this interactive short story, author Aaron A. Reed explores what storytelling meant to the earliest civilizations and what it will mean in the 21st century. The player takes the role of a villager thousands of years ago whose people have gathered to hear their storyteller tell part of the epic of Gilgamesh. As the player traverses the mostly linear plot, he or she accumulates a history based on decisions both important and trivial that ultimately impact the outcome and significance of the frame story. Hypertext-like keywords allow the player to raise points in the interior story, persuading the crowd and other characters to corresponding points of view, while a more robust interactive fiction parser allows the player to interact extensively with the frame story.

Description in original language