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Programmer · Writer · Gameplay

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An interactive short story where the reader embodies an intrusive thought, guiding two characters through a night of difficult revelations and inner conflicts.

Drama
Interactive
Twine
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Understanding the project.
I like to start a project by identifying what I am trying to create and which building blocks are essential for its identity. This helps me keep added features relevant to the direction.  

What am I making?

An interactive short story

What makes it that?

The player needs to be a part of the story telling.

How do I accomplish that?

I give the player tools that make them feel in control of the story

About?

A person trying to accept the sudden loss of a loved one

What part do they play?

The part of the person that wishes to reach acceptance

What tools do I give them?

The player can suggest what the character should do but the character may refuse.

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Outlining the narrative.
When losing a loved one the 6 stages of grief are a common occurrence. I used these as inspiration to outline the main characters behaviour and to plan the story's progression.
Bargaining
  • Thinking certain actions can change things.

  • Making promises in exchange for something.

  • Trying to find a reason in what happened.

04

Acceptance

05

  • Slowly re-entering reality.

  • Re-connecting with loved ones.

  • Seeking help and taking action in hopes of recovery.

Anger

02

  • Short temper.

  • High irritability.

  • Violent outbursts.

06 Grief
Denial
  • Pretending like nothing has happened.

  • Avoiding places, activities and people that brings one back to reality.

01

Depression
  • Emptyness.

  • Apathy.

  • Lack of hope and motivation.

  • Self destructive behaviour.

03

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Denial

Doesn't answer a call from a loved one

Doesn't stay at home

Calls deceased

Brainstorming story events.
When I have a general idea of what sort of behaviour best conveys each stage I come up with concrete actions that are indicative of each behaviour. These can then be written into key events.
Anger

Yells

Starts a fight

Destroys something

Throws something

Bargaining

Bribes god

Bribes hospital staff

Depression

Smokes

Gets drunk

Sleeps all day

Doesn't eat

Doesn't go to work

Acts mean to a loved one

Acceptance

Allows memories of deceased

Acknowledges that deceased is gone

Answers a loved ones call

Returns home

Has panic attacks

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Using the events to create a timeline.
When I have a list of actions I use them to create a timeline which helps guide me when I write the script. 
STAGE 1
Denial

Gets drunk at a pub

Calls his deceased son

Encounters Phil

Goes for a walk

Ignores his wifes call

Has a panic attack

Attempts to calm down

Smokes a cigarette

Calls his deceased son

Feels frustration that there is no answer

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STAGE 2
Anger

Ignores his wifes call

Calls his son and leaves a voicemail

Has a violent fit because his son is not answering

Attempts to smoke and realises his sons ring is gone

Phils POV

Finds Charles ring. Returns it and has a chat about grief

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STAGE 3
Depression

Considers answering his wifes phone call

Takes a seat near a tennis court to smoke

Decides to walk back towards the inn

Brushes off the memories and continues towards the inn

Thinks of old memories with his son

Stops at the outdoor cinema and watches a bit of the film

The film scene triggers reality to set in

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STAGE 4
Bargaining

Bribes hospital staff

Bribes god

Bargaining
Removing elements that don't feel right.
While creating the timeline I get an overview of which building blocks I have to work with and how they fit together. This overview makes it easy to see if anything is missing or should be removed to improve the pacing, immersion, and cohesion of the Narrative.
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STAGE 5
Acceptance

Arrives at home and hesitates to go inside

Admits to the loss of his son for the first time

Spirals into a guilt filled panic

Reunites with his wife

Starts the grieving process with his wife

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Making the narrative interactive.
As an intrusive thought the player can suggest actions for the character to do. The character can then execute or refuse the action. This is how the player progresses the game. 
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Adding variety to the gameplay.
To add variety to the gameplay I provided the player with occasional multiple choice opportunities. These additional options gave the player the opportunity to explore more of the world before going back to the main story. They were completely optional and only served as world building.    
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Adding immersive elements.
To enhance the immersion I added occasional, small tasks that the player had to complete to progress the story. 
Task example.
During a meltdown that one of the main characters have the player has to scroll through a long Twine node to get to the next page.
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