Claire Suzanne, a mature part-time student on the BA Creative Writing at NTU, reflects on learning to code as part of her degree, and how it has opened up new kinds of writing for her.

When I found out I would need to learn coding to make an interactive fiction game this academic year, I panicked. Being from the era where we were lucky to have more than one computer in a classroom, and who had not since taken much more interest in computers than necessary, coding certainly was not something I had experienced before. I remember seeing the ‘programmers’ in my old workplace looking at a screen full of symbols and seemingly speaking a different language. I never understood exactly what they were doing, only that somehow it made the website look nice.
Most of my fellow students on the BA Creative Writing are about twenty years younger than me, and I assumed they would all know how to do it, that they had been taught in school. They hadn’t, and I was surprised when a lot of them said they also didn’t know anything about coding. What a relief – I wasn’t going to be the class dinosaur after all! I was paired with another student who was as nervous about the prospect as me, and we set to work understanding how to create a game.
Once I understood the symbols are the computer’s language, and that by learning to code I would be instructing the computer and telling it what I wanted it to do, it all started to make sense. Code was its command. All I would have to do was learn the language and make the orders.
Now, let’s be clear: I won’t be strutting off to Silicon Valley any time soon. But now I understand the basics, the actual coding seems pretty self-explanatory. The concept makes sense!

The game we made has a branching narrative, meaning the user has choices to make, each leading them to different sections of the game, and along the way they can win points – a bit like the old mystery books I grew up with, in which I could create my own versions of a story depending on which pages I turned to.
Once I’d learned the coding language, the next step was to build the narratives. Luckily, we were able to use Twine, interactive fiction software that lays the game out in the form of a flow chart to remind you what leads to where. It can get confusing, though: one error and the whole game can go wrong. It took a lot of concentration to think it through, to work out how to overcome problems and find errors.
There were days when I just wanted to walk away, I’ll admit, yet there were others when I could get stuck right in, solve the problems, and feel satisfied I had achieved something.
In the end, the two of us created our own version of the game, meaning we both learned to code. Then we took elements from both of our games to create a final piece which we completed and presented in December to a client, Nottingham Open Spaces, as part of our ‘Freelancer’ module on the degree.

As someone who came to university with very outdated computer skills, I am extremely proud of myself for learning to do this. If anyone had asked me in my first year whether I would make a game by the end of my degree the answer would’ve been a resounding ‘no’. I wouldn’t have wanted to, either. I was reluctant to upgrade my skills and wanted to learn nothing more than how to improve my writing so I could hide away in my home office and write fiction. But now I have learnt there is so much more to the writing world than I’d known about previously, and there is no reason forty-year-olds who have run from computing and who want to write can’t also have up-to-date digital skills.
The game was based on children visiting Wollaton Park, so I got to test it out on my seven-year-old who enjoyed winning points and getting a reward from the gift shop at the end. She now can’t wait to visit the park for real over the holidays.














