twine games in particular seem to be resistant to the rhizomatic mode—almost all twine games I can think of use hyperlinks primarily to move a protagonist through simulated space and/or through a series of branching plot choices. (if any of this makes sense to anyone and you can think of counterexamples, I'd love to see them). maybe it's just hard to think of "content" that affords/benefits from the kind of ecumenical, bidirectional links I'm imagining