

Programmer · Writer · Gameplay

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

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.

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

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

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

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

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

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.

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

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.

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.

Adding immersive elements.
To enhance the immersion I added occasional, small tasks that the player had to complete to progress the story.
