Scaffold 22 is a web-based interactive story set in the distant future. You take on the role of Vineo "Vine" Acrel, a former mercenary lieutenant turned abomination hunter, on a quest to absolve yourself of past sins. The story is intended to be episodic, beginning with Part I and expanding as development continues. Part I can be played by visiting the homepage listed on the profile.
Introduction to the major players of the Scaffold 22 universe and how their influence affects the game/story.
Posted by mololu on Aug 5th, 2014
The world of Scaffold 22 is complex and diverse. There are at least a dozen in-game codex articles covering backstory but, for simplicity, I've decided to write up a series of news posts detailing certain important aspects of this universe – no plot spoilers, promised.
Today we'll be looking into the key political players and their influence, both on the fictional world and the gameplay. On the one hand we have the...
...and on the other hand we have the...
...and to complete the story, an excerpt on the...
The ongoing discord between the Church of Eden and the Corporate Hegemony sets the stage for much of the conflict you, as the player, experience in Scaffold 22. A conspiracy to undermine the authority of the Church drives the story forward directly and indirectly. Initially, meaning in Part I, you're pressed into service by the Church to help uncover the identity of the conspirators.
The implications of greater powers are limited though. Throughout most of the story, you will be dealing with the immediate situation and not thinking about the larger political or social implications of your actions.
As a result, Scaffold 22 attempts to portray decisions as situational actions, not binary choices that affect the plot in a predictable manner. The intent is craft a fluid narrative resembling a novel, wherein the protagonist slowly but steadily comes to realize how they are affecting the greater picture.
If this sounds like something you're interested in then, why not give Part I a try?
If there's one thing I dislike about Part I it's the fact that the narrative forces the player down certain path with no alternative and no way to back out. Consequently, the plot is fairly linear and, although there's some room to personalize the story, variation isn't exactly the order of the day. This is something that Part II aims to improve.
The plot-driven gameplay will remain a core aspect but there will be mutually exclusive branches that don't necessarily convene further into the story. There's also a concentrated effort to make player opinion count for more, allowing you to refuse plot progression you don't like and search for an alternative that's more agreeable.
As with Part I, narrative that reads like a traditional novel is still the primary goal. Beneath the hood however, there will be several stories bundled into one overarching plot, with the player only seeing the parts that are appropriate to their character's story.