One thing that struck me about Alice in Wonderland is that despite its playfulness, it is incredibly rigid. Wonderland is Wonderland, and Alice is Alice – neither will compromise. Carroll will play with conventions and expectations and scale, but his characters are resolute. They will not grow or change at heart (ironically), and that’s where his sense of play takes hold. Alice and Wonderland (both the place and its inhabitants) are the magic circle for the readers, so long as they are together. The White Rabbit is still the White Rabbit whether he reads the indictment or the Dada Manifestos, so long as his appearance is sharp and he fusses and frets over protocol. So, what’s the best way to show the reader the unchanging nature of the outcome and the inevitability of the plot? A Choose Your Own Adventure game, of course!
We were inspired by Murray’s concept of the kaleidoscopic narrative to intrigue the audience with their own entrances and exits, wondering what they had missed. To take it further, by keeping the overall plot the same but changing the specific words the character’s say or the specific actions they may take, we called upon the Lev Kuleshov technique, allowing the reader to juxtapose the same characters and plot with the differences from scene to scene. When faced with variations of “Twinkle, Twinkle, Little Bat”, does the original take on new meaning? What if Alice recites the words of Pink Floyd or Rush rather than the text You Are Old, Father William? We use this technique to ask: How can we keep the reader on their toes? How can we bar them from taking the text for granted? Furthermore, we sought to emulate her method of “Simulation and Destiny”, granting the player supposed agency and variation while having the end be inevitable.
In creating this game, we decided to host our own website (https://ahutnick.github.io/alice02/) powered by JavaScript (specifically JQuery) rather than use Twine or a similar software simply because Matthew and I were already familiar with web development and JS, and we wanted to make sure that we had every element of the game easily at our disposal. We each contributed our own chapter, adding our own forks in the road along the way (mine was Chapter VII). My other task was to assemble the backend of the website. I wrote the JQuery script to call the route that the player takes on the screen, bit by bit. Each screen has its own object in an attached JSON file, which contain: if the screen has a random event, the chapter name, the text (including HTML tags), and the corresponding choice or choices for that screen. The choice(s) would populate buttons at the bottom of the page.
If we were to have more time, I would personally love to add a chapter select menu as well as the ability for the player to randomize not only the chapter order, but the screen order, shuffling them like a deck of cards. Imagining hopping from Alice growing in the court room to Bill the Lizard being punted into the sky to the Hatter singing Twinkle, Twinkle, Little Bat. I feel like this would be an excellent way to open up the text, but unfortunately, with loading everything in, testing the JS, and deploying the site, I didn’t have the time. We definitely had to narrow scope over the course of this project. I personally had wanted to add in a mini-game of my own with the Dormouse’s story, but the existing structure made it more effort than it was worth. Instead, I looked for ways for the existing choice structure to break apart the storytelling experience.
I was impressed by how differently everyone’s chapter plays out. Melissa’s Chapter IV focuses on Alice primarily being Alice – there is a right and a wrong choice, and the player is mostly led to make the right choice after making the wrong one (so long as they didn’t pick that Alice woke up). Matthew’s Chapter V focuses on not only the advice that the Caterpillar gives Alice, but also Alice’s lack of control over what she can say (along with some amazing musical references). My Chapter VII focuses on the illusion of choice and replay-ability – there are a lot of silly variants and random text, but in the end, no matter what, the tea party will be a disaster. Wiktor’s Chapter 8 mini-game captures the frustration exactly. Wandi’s Chapter XI embraces the chaos of the courtroom with modern and meta references without upsetting the delicate balance of Alice or Wonderland. I genuinely enjoyed playing through everyone’s routes while testing the code.

