1)Collaboration and Division of Labor
First, I would like to extend my gratitude to Tasha and Matthew for their efforts in structuring the project and exploring various ways to present the text, which allowed this work to successfully appear on the online platform. They also ensured that overall progress was maintained and managed the organization of meetings. I am also grateful to Melissa for her ideas and demonstrations regarding chapter breakouts, which provided us with concrete directions for implementation. Wictor’s specially designed game significantly enhanced the interactivity of our project.
During our first meeting, we had many initial ideas. Alice in Wonderland is such a classic that it has already been adapted into similar games and several films, so the purpose and form of our version were somewhat unclear to us. Given Wictor’s professional experience in game design, we even considered incorporating elements of shooting games. We also thought about how to present some of the iconic scenes from Alice in a visually engaging way, allowing players to become participants rather than merely observers bound by the text. The first meeting concluded with each person having different interpretations and ideas about the text.
Before the second online meeting, Melissa created a list identifying sections of the book that could incorporate breakout options, based on our previous discussion about providing players with different choices. Using this as a reference, we began to focus on a recurring point from our earlier discussion: Alice’s journey is a strange, absurd dream, where the dream world is filled with illogical statements, akin to the nonsensical ramblings of a dream—seemingly logical but completely irrational upon closer inspection. During this meeting, it was decided that Tasha and Matthew, both possessing coding skills and an interest in trying out platform development, would select the presentation method. Each participant chose a chapter they found intriguing, identified suitable breakout points, and considered how to integrate their own skills and creative expressions.
By the third meeting, as we began piecing everything together, it became clear that each person had a different interpretation of the bizarre and absurd aspects of the story. This diversity in perspectives made the final outcome resemble a strange, unique version of Alice‘s world.
2)My Design
Before the second meeting, I reviewed some previous projects provided on prompt pages and drafted a document expanding on the ideas discussed earlier. At the time, I considered Twine as the game platform, as not everyone in the group possessed coding skills. Twine, as a visual novel creation platform that doesn’t rely heavily on coding, would ensure that everyone could contribute. However, I appreciated Tasha and Matthew for taking on the web development task. Drawing inspiration from Wictor’s concept of a dual-world experience from the first meeting, I saw this as an opportunity to construct our own world-building narrative. In this version, players control Alice, and every choice she makes in the dream world affects a “madness meter”—the more absurd the choice, the higher the madness level. As the madness level rises, the dream world gradually fades to grey, while the real world becomes increasingly colorful. The idea is that people, through playing the game, enter a fantasy world, often drawing creativity and freedom from another world and bringing that joy and imagination back to the real world. This is somewhat akin to Murray’s idea that games attract people by transform them into new identities, offering a sense of control that is less present in the real world, and providing an opportunity for catharsis. This was my interpretation of Carroll’s work (acknowledging that there are many ways to interpret it, I chose to view it through the lens of literary nonsense, which might also reflect Carroll’s satirical take on society). However, as game designers, we needed to give players the freedom to interpret the work themselves. If players chose not to select the more “stimulating” options, the story would be interpreted as a straightforward children’s adventure narrative.
As we shifted focus for the sake of completion, we ultimately did not use Twine and instead concentrated on exploring breakout options within each chapter, allowing everyone to add their personal expressions. Considering my lack of coding experience, I wondered if I could contribute through illustration. However, due to limited time for creation, I designed options for Chapter 11, focusing not on leading the player to the correct path or a branching path but instead inserting unexpected video clips, allowing players to experience strange dreamlike sequences.
I chose video as the medium for insertion because I believe that the levels of engagement among text, video, and games increase progressively. Text, when presented alone on a webpage, can be exhausting for users without a clear reason to engage with it. Videos, on the other hand, convey a larger amount of information per second, prompting viewers to actively interpret their content, even as passive observers. Games, in contrast, offer a more active means of engagement with information that is easily absorbed by the brain.
Additionally, for the first choice involving the March Hare’s proclamation, I included a Dadaist reading video and a video about making fruit tarts (as the trial revolves around the theft of a fruit tart). Dadaism, although entirely unrelated to the story, has a serious yet nonsensical style, which I found to align well with the concept of a dream that lacks logic. The fruit tart video, in contrast, represents those dream fragments that are somewhat tied to real-life experiences but ultimately stray from rationality.
For the second option involving the judge, Bill, I included different animal videos. I thought Alice’s action of taking the judge’s pen was a particularly interesting and childlike act, so I chose to include some cute content.
The third section concerns the Hatter’s testimony, where they engage in a meaningless argument about the time for tea. Here, I included significant historical dates (such as the beginning of some brutal wars) to contrast with their trivial arguments.
In addition to video inserts, I also considered whether illustrations could capture the absurdity of the book’s text. I designed a cyberpunk-style March Hare, a design element that definitely does not belong to Carroll’s era. I also planned to have the screen filled with hats falling during the Hatter’s testimony when he mentions that he is a hat seller. I designed a steampunk top hat, a racing helmet, and a Victorian-style lady’s bonnet with a frying pan on top.
The overall design of this chapter follows Huizinga’s idea that “play is the direct opposite of seriousness”. While serious games can have educational value today, we did not want this to become a vessel for conveying educational concepts. Instead, we saw the book as an act of resistance against seriousness—much like many games themselves.





