History of a Game

StoryFold is named after the original paper version, called the (Crazy) Paper-Folding Game. Thought up by the developer's friends in high school and later adopted en masse, the concept was new to the group but likely not entirely unique (although this has yet to be confirmed). The game was a hit because it combined much of the essence of the group - a quirky sense of humor, spontanity, slight competition, and most importantly, friends. It was a party game at the core, and although simple, it was a game that never got old. The only drawback perhaps a cramped hand, and not enough people to play.

Enter the Internet...

Internet Play

Aided perfectly by communities created by IRC, instant messengers, and message boards, social games have been successful on the Internet. This climate is perfect for the Paper-Folding Game, turned electronic by Brian. This mentality is the project's focus - a game that is meant to be open alongside X-Chat, right under gaim, and a bit to the right of Mozilla. It doesn't aim to take over the desktop, it aims to play right along with it.

The Game

The game itself is simple, and is easiest to understand if imagining the medium as a sheet of paper. Every player starts a story with no specific topic, just anything the player wishes to start writing about. The player only gets so far in the story, however -- he or she writes a few lines (for the sake of argument, we'll use the paper default of 2). Then, the story is handed off to the next player, who reads only the last line. Using only this as their guide, the new author of the story writes the same amount of lines in the story, and then passes it along to the next player in the same fashion as before. After a certain amount of passes, or lines (whichever), the round is over, and the authors are accordingly warned and told to finish the story. Once everyone has finished, everyone gets to read the result of the round -- a bunch of usually hilarious, always slightly incoherent, communal stories. Historically with the human group, the stories were about the players, or even helpless onlookers. Anything goes in the game, as long as it is in the good taste of the group. Score via a rating system can be kept, but is not necessary. Generally, the round's favorite stories are saved for posterity. The point of the game isn't to "win" (although it can be a worthy goal), it's to have fun.

Example of Play

The following is a short example of gameplay:

Little Timmy starts a story (of course, so is everyone else: Susie, Calvin, and Mrs. W)
> So this one day, there was the largest rabid badger ever seen wandering
> Main Street. This, however, was ordinary for a Saturday. Saturdays are always

At this point, Timmy has written his two lines. He "folds" the story and hands it to Susie, who continues.
Main Street. This, however, was ordinary for a Saturday. Saturdays are always
> good days to have a fine de-clothination of the mannequins in stores. Why?
> Because of the Communists, of course, who believe that if you're going to

Again, only the last line is displayed, and the story is handed to Calvin, who likely continues in an equally- goofy manner. This continues for a while until the end of the round is called, each person has a full story, and hilarity ensues as everyone gets to read them.