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The Extraordinary Denial
Of Mr. Charles Bannister

WhatsApp Image 2024-06-18 at 10.48.54.jpeg

ROLE

 Writer, Programmer 

GAME ENGINE

 Twine 

TEAM

 Solo project  

TIME FRAME

 2 Weeks  

DESCRIPTION

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

YEAR

2024

GENRE

Drama

PLAYER MODES

Single-player

PUBLISHED ON

itch.io

CONCEPT

Writing about grief

I wanted to challenge myself by writing an authentic journey to acceptance of a 40 year old man's traumatic loss of his son. An experience I personally never have faced but I hoped to better understand. 

[Credit for the second image goes to Disco Elysium. It was used in this context for inspiration.] 

Synopsis

Seeking solace at the bottom of a bottle at a local pub, Charles has decided to leave his wife after a tragic event tore his family apart. Having immersed himself in denial, Charles is eventually confronted by a neglected truth and has to come to terms with what it means to accept it.

 

After the tragic passing of his beloved wife, Phil abandoned his daughter and became a homeless man, but for the first time in twenty years, he is presented with the opportunity to reconcile with her.  With nothing to his name and a bad record as a father, Phil struggles with the morals of reuniting a broken family.

DEVELOPMENT

6 steps of grief

After choosing the story’s theme, I researched the stages of grief and used them to structure Charles’ journey, outlining behaviors that could help communicate each stage to the player.

Common grieving behaviour

To communicate these behaviors through action, I listed habits Charles could repeat throughout the game so that I could challenge those habits through different events gradually moving Charles towards acceptance. 

After outlining key events, I wrote a detailed script and divided it into suitable segments for the Twine nodes, and highlighted the sentences players click to progress the story.

I followed a simliar process for Phil, who unfortunately has a shorter story due to time constraints. 

To make the story more engaging, I added optional choices early in the game that let players glimpse Charles' destructive routines before returning them to the bar. These branches contained no essential information and were meant to enhance immersion without affecting the main narrative.

To increase player involvement, I cast them as an intrusive thought inside each character’s head, allowing them to interact by offering guidance. Characters may either comply or resist which can result in a conflict between the player and the characters.

These conflicts result in challenges requiring the player to complete small tasks to progress. One example being when Charles is experiencing a meltdown, the player has to scroll through an unconventionally long Twine node to get to the next page.

CONTRIBUTIONS

Narrative

  • Game Writing

    • Wrote the narrative script 

    • Divided the script into Twine nodes

    • Wrote the dialogue. 

Implementation

  • Coding

    • Programmed the node transitions and other visual details. 

    • Connected different node paths. 

REFLECTION

I’m generally happy with how Charles’ journey turned out. While I would have liked to make gameplay more engaging, the process was very educational for me, as I learned more about Twine and about writing a character so different from myself.

My biggest regret is that due to time constraints, Phil's story remained one of a supporting character when I initially intended to give him a larger role.   

If I had more time on this project I would add more interactive elements, sound effects and more imagery to the experience.

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