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Thread unlocked.

by Max Fog profile

2024
Twine

(based on 3 ratings)
3 reviews6 members have played this game.

About the Story

The thread is re-opened. Time to ... chat!

A proof-of-concept exercise of how one word can change a lot. In no way do these words reflect what I am actually thinking.

Written in 431 words and 5410 characters. 36 final messages. There will be more...

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Average Rating: based on 3 ratings
Number of Reviews Written by IFDB Members: 3
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1 of 1 people found the following review helpful:
It's borderline horror..., June 25, 2024
by manonamora
Related reviews: neotwinyjam

Thread unlocked. is a short interactive chat-sim like piece. Following a rough discussion, a (Forum?) thread is unlocked, enabling you to post something. Unknowing of the previous messages, you are given four different choices of words, leading to one of 36 different possible sentences (which you don’t know the content of either).

Ranging from short and sweet (which really makes you wonder what happened in that thread), to pretty antagonistic (which also makes you wonder what kind of arguments we had to deal with), with so few words, the piece does a pretty good job at giving a limited snapshot of what you could see after a Forum argument, when tension has supposedly died down and everyone has moved on. How so little words can really swift the vibe of a thread one way or another. Words that you know will just kill the thread for real, or see another way of doubling down (and maybe some stronger moderation action).

There is something slightly triggering about the first four words on the screen: Thread Unlocked. Slowmode Off. As some sort of slithering anxiety finding its way through your throat and tightening it more and more, as the worry, of people barging in back in and restart the argument that required the thread to be locked in the first place, just… bursts (these threads are emotionally draining).

I don’t think I’ll be able to look at another locked thread and not be reminded of this piece. Also a good reminder to pick your words… or just avoid posting? Yeah… sometimes it’s the best way of action.

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Ban Hammertime, October 15, 2024
by JJ McC
Related reviews: review-athon 2024

Played: 7/20/24
Playtime: 5min, lost count of playthroughs, so many

Just when I think IF has shown me all it has to offer, works still manage to surprise me. Ok, that’s a statement of unearned hubris. This work though, is a one-conceit jam whose hook is discovering that one conceit. And that one conceit is surprising and unique, once discovered. So yeah, another work whose impact can really only be discussed with spoilers. Here’s what I’m gonna do: try it without, then clarify that exercise in opacity behind spoiler protection.

This is a conversation tree of sorts, where you are selecting a word at a time until you reach critical mass and a sentence is revealed. It lives completely in replays, where the narrative (such as it is) is assembled from multiple, multiple endpoints. It momentarily gives the appearance of agency, but is quickly revealed to be an excavation exercise not a building one. The player is more assembling the variations in their head than guiding their creation. It is a unique formula I had not seen before and ultimately the revelation it builds to is unexpected if not necessarily dramatic. It also has a point of view on its surprise.

Um, it is default Twine also? I think I am out of non-spoiler gas. Ok then.

(Spoiler - click to show)As the final sentences multiply, the player gradually realizes these are all post excerpts from an unnamed, toxic online discussion thread. The sentences are curated specifically to capture the anonymous rancor, the self-righteous high grounding, and petty ad hominem attacks of its inspiration. The surprise understanding of what we are reading is the game’s one conceit, and the surprise is effective. It is also… incomplete? No, that’s not the word. Lacking? Hmm, no. Unsatisfying? Kind of. What it does well is capture sentences of generic application, such that devoid of context they still ring completely true to the conceit. There is also some slyness to the idea that common word choices can lead to very different outcomes, hinging on a single word. This itself feels like a condemning comment on its inspiration, and not an unwarranted one. But because it is devoid of context, it is unclear (Spoiler - click to show)WHOSE rancor is being skewered. The likely intent is that ALL of it is, but some of the entreaties actually change pretty significantly if interpreted with one context vs another. Meaning, some sentences come off as earnestly high ground, but whose meaning could curdle pretty quickly in specific context, and it is not clear the author sees that. It has the effect of coming across as authorial reproach rather than cold documentation. That perhaps unintended undercurrent, for me, made the work more difficult. Intellectually, I presume the author does not intend this, that the lack of context alone should telegraph the intent. (Spoiler - click to show)But the phrasing of some it is somehow… sympathetic? In a way that suggested to me some amount of ‘Monday Morning Zinger’ agenda, like some phrases were more right than others. That language artifact, which I presume is what it is, diluted what could have been the work’s more powerful message for me.

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An internet conversation gone wrong, September 1, 2024
by Kastel
Related reviews: review-a-thon

Thread Unlocked is a very clever game about the dynamics of group chats on services like Discord. It simulates the experience by turning off slow mode and letting the player choose from a set of words that continue to another set of words before the game unceremoniously completes the line of dialog for the player.

It creates a feeling of deja vu, showing how group conversations often follow recognizable patterns. There must be a reason why slow mode was turned on, and these problems will be familiar to anyone who uses these services frequently.

This is doubly true because the player, through their choice of words, creates the backstory that leads to this confrontation between the speaker and their interlocutor. The feeling I had when the game completed my dialog for the first time was shock, and then the realization that, yes, this was something I could have said in a heated argument with a friend.

The uncanny experience of playing this game makes me reflect on past conversations. No matter what the context, I always felt like I was following a kind of formula: cliches and platitudes seem to be the only rhetorical weapon of choice in the heat of the moment. I wonder if their generality can downplay the source of these tensions -- one line of dialogue in this game seems to suggest that someone may have said something offensive, and the speaker is willing to move past it in order to de-escalate the conflict. It never struck me as absurd when I used it, but watching the game auto-complete it for me was so jarring that I realized how contrived this tactical move is.

The game reminds me of sweetfish's vanitas, another short game about the internet that shows how communities of all ages repeat the same patterns of flourishing and dispersal. The history of communication is a constant state of interruption and continuation.

But Thread Unlocked goes in a different direction: it taps into the subconscious patterns I've developed in communicating with people on the web. The responses I have accumulated from getting into fights, negotiating with others, and so on are on full display here. And I wonder if these were actually useful lessons or detriments to understanding between semi-anonymous people on chat clients.

I don't know, and the game doesn't provide an answer (even if it really cared). At the very least, I will continue to struggle to find a satisfactory solution thanks to this game. It's a thought-provoking simulation that deserves more recognition.

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Games which take place in chat messenger systems or on a digital interface by grimperfect
Specifically, works where the main mechanic is either exploring a in-game digital interface(ala Secret Little Haven) or communicating using a type of chat/text messenger system(think Emily is Away).

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EDIT 2: I've locked this poll, but have started a new one here for next year's Review-a-thon! EDIT: The inaugural IF Review-a-thon is now underway! Full information here. Are you an IF author who would like more reviews of your work?...

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A considerable number of games exist largely as the commentary of the IF community (or some subset of it) upon the medium and the community itself. These works are likely to be befuddling to outsiders, but provide windows onto blah blah...

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