Backfilling a response to the Group Project Reflections due to missed class weeks (re: https://ahutnick.github.io/alice02/):
As Tasha, Wandi, Melissa, and Wiktor have already described, our approach to Lewis Carroll’s Alice in Wonderland text was to gamify the reader experience as something between the popular “choose-your-own-adventure” format of the 1970s/1980s and something using the more “paidia” aspects of Caillois’ classification of games axes – particularly under the headings of alea (chance) and ilinx (vertigo). The division of chapters into smaller blocks and simple text animations gave the reader a more playful presentation, suggesting a wandering path that may or may not match Carroll’s original while accompanied by exaggerated decision-choice buttons overseen by John Tenniel’s original Cheshire Cat illustration from the 1865 publication.
In future iterations, we would have liked to add genuine randomization to some decision points to expound Murray’s kaleidoscopic narrative away from the linear and into dynamic, multi-layered threads woven together into broad, interconnected storylines and events. (This approach follows how audience members experience the immersive format of Sleep No More in New York City, a theater production spreading out a reinterpretation of Shakespeare’s Macbeth across a five-story maze of film noir, 1930s-inspired rooms and surreal staged spaces.) In this regard, some of Carroll’s dialogue served as inspiration:
“Cheshire Puss,” she began, rather timidly, as she did not at all know whether it would like the name: however, it only grinned a little wider. “Come, it’s pleased so far,” thought Alice, and she went on. “Would you tell me, please, which way I ought to go from here?”
“That depends a good deal on where you want to get to,” said the Cat.
“I don’t much care where-” said Alice.
“Then it doesn’t matter which way you go,” said the Cat.
“-so long as I get somewhere,” Alice added as an explanation.
“Oh, you’re sure to do that,” said the Cat, “if you only walk long enough.”
Early in the brainstorming process, the idea of “What if the reader was playing Alice?” turned to “What if the reader was playing Wonderland’s reaction to Alice?” – particularly echoed by Tasha’s previous comment about Carroll’s work, “despite its playfulness, it is incredibly rigid.” Melissa took a first pass at creating a game-flow outline for the reader/user, and each group member interpreted a different chapter to do with however they wanted.
The lack of a consistent approach became a huge strength, creating a broader diversity of potential experiences. As Melissa and Tasha took to more Alice-focused decision points, I saw Chapter V’s conversation between the caterpillar and Alice as a template that could lead into divergent story beats with similar themes (age, quality, or time). Including 20th-century progressive rock song lyrics provided a nice modern echo: Artists inspired by Carroll were put back into contrast against the original’s period-appropriate rhymes.
The design decision to mimic the look-and-feel of early Hypercard multimedia was deliberate, and it evolved toward the end with Wiktor’s interactive sub-game and Wandi’s selection of illustrations and videos. As others have said, big kudos to Tasha for crafting the underlying JavaScript code!



