Since my last project update, I’m stepped back from experimenting with Twine to considering how to structure the gameplay experience of Death and Humors.
The game definitely needs an introductory explanation to let players know what their goals are and how they might achieve them. I think this introductory element should be done in a form like a story exposition, explaining who the player is as a historical physician and how they might cure their patient. I’ve also considered the possibility of introducing an “instructor” character that would supervise the player, offering critiques and suggestions, and that would help remind the player of their goals and possible actions. The instructor could also stand-in as a kind of tutorial, leading the player through a first case. I’m not sure when and how the instructor would appear as a reminder of the patient’s goals, especially since Twine is really based on a single story panel, but I’ll keep thinking on it.
Death and Humors would also benefit from using images and narrative to draw players in. To figure out what direction I want to go with those elements, I’m continuing to work through the historical setting of Death and Humors. As I mentioned in my last update, I’ve decided to build the game around Galen’s writings, but I now need to work out who will be treating the patient with them. So I’m looking at secondary literature to determine when and where Galen’s works would have been taught. Figuring this out will help setup what (abstract) historical figures the player and instructor are, and it will also help determine what images to use and what the overall game narrative will be. My historical research continues…
Finally, the game needs an ending that isn’t just failure as is currently the case and which can be seen in the title image.