Escape to Dog Mountain: Developing Historical Narrative Devices Using Twine to Teach About 18th Century Indigenous Pathways
In 1791, a rebellion was brewing on the coast of California.
In August, a group of American Indians approached a mission
outpost in the village of Pruristac, in a thriving valley famous for trade between coastal
tribes and the limestone quarry supplying villages with ore. These were
Coastanoans, one of two people groups who inhabited what is today known as the
San Francisco Bay Area. They were curious about this new faith but also desired
the goods the Spanish sold them in exchange for labor in fields and workshops.
All they need do was become Christians and they would be granted extravagant
clothing,[1]
prestige among the metal-clad Spanish soldiers, titles, and property, and even marriage
into the nobility of this wealthy kingdom[2].
However, not all Coastanoans were equal. Some men like Captain
Lachi of the Oljon had a relative who married into the dazzling royalty of the Mission
San Francisco de Asís, obtaining special privileges with the Spanish. However, Chief
‘Mateo’ Charquin, leader of the powerful Quiroste, held no such favor with the
Spanish. After his baptism and the granting of his new “name,” he felt such
shame and dishonor that after a week he took his men back into the mountains
and began a crusade to topple the missionaries who so flagrantly abused their
culture, traditions, and even names.[3]
Two years later, Charquin transformed his villages into
sanctuaries for those fleeing from the mission, gathered an army, and prepared
to strike the missionaries down.[4]
Word reached the Spanish about a mountain Indian sheltering runaways who
shirked their duties, sending soldiers who captured him and tossed him into the
Santa Barbara Presidio. Two years later
he escaped and wasn’t caught again for an entire year. Eventually he was
transferred to three different Presidios, until he died in 1798 still wrapped
with chains, still fighting.[5]
Or did he?
Over the last two decades, prevalent trends emerged in the
teaching of history. First, the rise of hidden histories, stories outside the
structured historiographical narrative, enlightening learners into different
facets of big events. Second, the inclusion of counterfactuals into historical
interpretation, “what-if” scenarios based on the study of turning points.[6]
Finally, the growth of digital history: online access to historical documents, historical
studies, and technologies that transform written history into experiential
learning in the digital medium.[7]
When guests visit the Sanchez Adobe House in Pacifica, California,
they can interact with an interpretive center with Ohlone artifacts from the
days of the Spanish mission, and then walk across the lawn to a renovated house,
the chapel where Charquin and Lachi both baptized into the faith but diverged
on different paths[8].
What if the Sanchez Adobe House was the first location for
people to learn about the revolutionary Charquin? What if they followed his
exploits in the mission, endured his eight shameful days, and then traveled
with him into the mountains where he freed the minds of his tribesmen, built safe
harbors deep in the redwoods, and fought for his people’s rights to practice
the Old Ways? What if they felt the pounding of his heart as he assaulted the outpost
and touched his sweat as he struggled against the soldiers threw him to the
dark?
And what if he escaped?
Counterfactuals in history are a popular idea. However, counterfactuals
dilute the historical mind and present historical space as a moral conundrum
rather than as events in which people did things. Jeremiah McCall proposes the
use of interactive fiction in the teaching of history, suggesting that interactive
fiction when teaching history use counterfactuals not to promote ideologies but
as a mechanism teaching how events lead to events, layered above actors in a
time period who perform functions near or on their role in history.[9]
Rebecca Wilson speaks of the interactive fiction software
program Twine’s ability to transform history, that it “offers an interactive
and branching alternative to linear and spectatorial ways of exploring and
presenting ideas (experienced through print and video forms of communication”
and that it “does this through the combination of familiar words, images,
video, and audio, blurring the lines between storytelling and the participatory
experience of interactive with a reactive game system… occupying a liminal
space between multiple media forms and the expectations of gaming, literacy,
and filmic cultures of production and consumption.”[10]
Another advantage of Twine is the simplicity of the program,
opposed to more complicated mediums of video game programming: Twine can be
accessed simply through a browser with no required downloads or installed
easily as an app on a personal device and for creators requires no knowledge of
computing coding. Furthermore, using Twine (according to James H. Morris) doesn’t
“drastically increase the time spent planning [a] class and preparing materials
for it,”[11]
but does in fact promote an engaging experience for learners seeking to connect
with figures in the past.
[1] Quincy
D. Newell, “The Varieties of Religious Experience: Baptized Indians at Mission
Francisco de Asís, 1776-1821,” American Indian Quarterly 32, no. 4 (Fall
2008):420.
[2] Randall
Milliken, A Time of Little Choice: The Disintegration of Tribal Culture in
the San Francisco Bay Area, 1769-1810, Ballena Press: Banning CA (2009): 134.
[3] Milliken,
115-122.
[4] Milliken,
276.
[5] Mark
G. Hylkema and Rob Q. Cuthrell, “An Archeological and Historical View of
Quiroste Tribal Genesis,” California Archeology 5, no. 2 (December
2013): 240.
[6] John
Lukacs, “Problems for the Profession” in The Future of History, New Haven
Press, New Haven, CT (2012): 46.
[7] T.
Mills Kelly, “Introduction” in Teaching History in the Digital Age,
University of Michigan Press: Ann Arbor, MI (2013).
[8] Quincy
D. Newell, “The Varieties of Religious Experience: Baptized Indians at Mission
Francisco de Asís, 1776-1821,” American Indian Quarterly 32, no. 4 (Fall
2008): 433-434.
[9] Jeremiah
McCall, “Meaningful Choices in Twine, History & Counterfactual History,” Playthepast.org
(March 23, 2017): https://www.playthepast.org/?p=5832
(accessed December 11th, 2022).
[10] Rebecca
Wilson, “Playful Lenses: Using Twine to Facilitate Open Social Scholarship
through Game-based Inquiry, Research, and Scholarly Communication,” KULA: Knowledge
Creation, Dissemination, and Preservation Studies 3, no. 1 (2019).
[11] James
Harry Morris, “Historical Storytelling with Twine,” The Digital Orientalist
(May 5, 2017): https://digitalorientalist.com/2019/05/27/historical-storytelling-with-twine/
(accessed December 11th, 2022).
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