For the past five years, I’ve
been making games which explore our relationships with the places we live in.
These games have all been location-based: taking place outdoors and focusing on
interacting with your physical environment. However, until now, I hadn’t been
involved in making a fully digital game.
This changed when I learnt about Global Game Jam (GGJ). GGJ is the world’s
largest game creation event, bringing together tens of thousands of
participants in locations all over the world. Over 48 hours, participants are
tasked with creating a game that responds to a central theme revealed when the
jam begins. This year, the theme was ‘roots’.
Following the reveal, everybody
at the Bristol site where I was participating gathered to form teams. After
meeting Grace Ball, a writer who shared my interest in designing a story-rich
game, we met Josh Regan, a programmer who would make the interactive parts of
our game work. His brother, musician Frank Regan, later joined us to bring our
world to life through sound design.
Out of nothing, we had a
multi-skilled team of four people who had never worked together before (even
the brothers!).
What we ended up with 48 hours
later was a narrative puzzle game called Interment.
Interment is about the connection
between the stories of our ancestors and the stories we make today.
You play as a contractor for developers
who are planning to build houses on an old family graveyard. As part of the
planning permission, the graves must be reinterred elsewhere with accurately
named headstones. Your job is to match the currently unreadable, crumbling
headstones to the correct person using archive material and clues in the graveyard
itself.
This archive consists of
transcripts of documents belonging to family members buried in the graveyard,
including a will, diary entry, death certificate, letters and even song lyrics.
In these, you get a fleeting sense of the family members’ lives and
relationships.
My role in the team was as a narrative designer and writer, working with Grace to build the fictional world of the game.
The first stage of this process
was ideation with the entire team on the first evening of the jam, simply using
pen and paper.
Our initial responses to the jam
theme led to the idea of an old graveyard with headstones that were barely
legible anymore. We talked about making a game that involved uncovering the
mysteries behind the graveyard, using historic evidence and the scraps of
information you could still glean from the headstones, like motifs, initials, types
of stone and objects positioned next to the stones.
In asking the question of what fictional
justification there could be for deciphering who was buried in an old
graveyard, I came up with the idea that the graves were being re-interred
elsewhere. The player needed to work out exactly where each person was buried
to ensure they would have accurate headstones in their new resting places.
With this basic idea and some
initial character designs, we all got on with our individual tasks. Josh developed
the 2D graveyard environment in Unity; Frank worked on musical motifs for each
character and the game’s theme music. For Grace and I, the task was fleshing out
the game’s characters and their stories.
In most cases, we already had a
rough idea of what kinds of stories would be interesting to tell in a family graveyard
environment. Our job was to create pieces of archive evidence that communicated
these characters’ stories – and indicated which graves they were associated
with – in an interesting and evocative way.
As this was a puzzle game, we
wanted the player’s discovery of the stories and their associated graves to
involve a satisfying degree of thought and interpretation. This meant thinking
carefully about the relationship between the fabula (the factual events/details
of the story) and the syuzhet (how the narrative information would be represented
to, and encountered by, the player).
Our design process involved
deciding which bits of information would be shared with the player upfront, which
would be subtext (i.e. implied or inferred), which would need deciphering based
on several smaller bits of information, and which details would be left to the
player’s imagination. We also had to think carefully about what order
players would encounter different narrative details.
All these factors influenced the
writing we did: the types of documents we created, the writing style and the level
of detail contained in each piece of text. For example, because we knew the
gameplay would involve interpreting relationships between characters, the archive
evidence we created would often tie two or more characters together (e.g. a
letter from one character to another, or a document that mentions multiple
characters).
We used a shared Google Doc to
write and edit the game’s text in tandem and decide on its positioning, as well
as pen and paper to sketch out the boundaries, relationships and intricacies of
the fictional world. Two sketches in particular were crucial here.
The first was a family tree, to visualise
how the characters were related to each other, when they were born and when
they died. This was important to ensure we were consistent with all of the
dates and names we mentioned in our documents (making a mistake with these
details could make the puzzle impossible to solve!).
The second was a sketch map of
the graveyard, to show how all the individual narrative details would be portrayed
within the game’s environment. This not only helped our programmer Josh to know
where each piece of content should appear, but also made it easy for us, as
narrative designers, to keep in mind exactly what the player would be seeing
and hearing at any point.
By having this at the forefront
of our thinking, we could design the game such that players would encounter
information in a way that was satisfying for unravelling the mystery of the
graveyard.
At the end of the jam, each team presented their game to the other participants and a panel of judges.
To our amazement, Interment won the Bristol jam’s Grand Prize. The judges praised the completeness of the game,
how it responded to the jam’s theme and the detail in the game’s design.
We each won a mug labelled
‘Global Games Jam Winner 2023’ and some chocolates.
Having since fixed a few small
bugs in the game, we have now released Interment to the public, where you can download and play it for free on Windows and Mac.
It will take most people about 30
minutes to complete.
Overall, we’re really proud of
what we were able to make in such a small period of time. We hope the game is
both enjoyable and makes players think, reflecting on what it is to have roots
in a place and what it means when these roots are severed.
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