Synopsis
Edgar finds a newspaper advertisement for a new antique shop. Upon
investigating the image, he spots what looks to be the item he has been
searching for, for the last 20 years.
The items that were left behind after a ruthless ransacking of the shop
such as an hourglass, rotary phone, compact mirror, lighter and candle
all hold mysterious significance as they reveal their value to Edgar's
search. As Edgar interacts with the items, he is led down hallways which
get darker, requiring him to use his other senses of hearing, smelling and
touching to navigate through. The items that Edgar collects determine his
fate as he inches closer to his goal or imminent death.
In the end, Edgar could either leave alive with his item, having
succumbed to the evil that lead him there, aborting his mission and
leaving the item behind or being swallowed whole by his quest for
closure. 
Objectives (The 5E Model)
Entice: Participants follow Edgar, an elderly man, on a hunt for an object that is not explicitly stated in the beginning. This encourages participants to keep exploring to find out what Edgar is trying to obtain.
Enter: Edgar's search begins with a newspaper article advertising a new antique shop in which the participant can explore to gain access to the quest.
Engage: The objective is for participants to sympathize with Edgar in the desperate search for an item connected to his dear, late-wife. Throughout the story, participants are faced with choices that determine Edgar's fate. The participants will rely on visual and auditory cues within the passages to further unfold the story.
Exit: Edgar's final outcomes can either be:
          1. Leave the shop without item.
          2. Leave the shop with the item, however after committing an evil act.
          3. Unable to leave the shop, for reasons that will be explored within the story.
As the players end the game, they are left wondering if the choices they made were worth it.
Extend: In the end, the participants are presented with a link. It directs them to a website that asks for a passcode. This passcode can be found throughout the story with highlighted letters that spell out a word. When the participants enter the correct passcode, they will be given extra content from the story which will include a certificate of completion, an image of Edgar and a newspaper article that explains the mystery of the shop.
Twine; The Technology Behind the Game
Twine is an engine that can help create Choose-Your-Own-Adventure (CYOA) Games. It is built using HTML, CSS, and JavaScript. These languages can also be utilized to make visual and auditory experiences for audiences. At a minimum, Twine is used for branching stories, but further customization requires code.
Using Twine for Ama Lou's Antique Shop allowed my team to clearly map out and organize our branching narrative in a user-friendly
engine. The participants will navigate the story primarily through text. However, Twine still allows for the use of images and audio which will further enhance our story as it progresses, where participants will be asked to use other senses (e.g. hearing).
A Quick Guide: 
Passages: Can be used to represent any piece of text in the story. 
Names: Case sensitive.
Tags: Metadata that you can use to later access the passages in code.

Staying organized allows users to see which passages connect to each other We can organize the passages on Twine according to the directions we create in our puzzle (e.g. using north, east, west, south). 
Play the game below! 

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