Structure&Progression

ACT I — SETUP
Begining
- Acquaintance with the daily life of the main character and themselves.
- Calm, almost idyllic world of “art”: Main character, estate, old values, discussion about how art was inherited in their family.
Introduction housekeeper as a reminder of the old, forgotten conflict with son, balance breaker.
(Inciting Incident)
- Order for restoration of the first work.
- The customer is connected with his son, who has already left the house. The letter reminds again of the conflict, and also insists that it is time to allow him:
Second Thoughts
- The main character tries to remember the reasons for the fight.
- The memories are too confused – internally rejects everything, emotions do not give place to reflection.
Plot Point 1
- The conflict becomes not a domestic, but a worldview, when the main character recalls the origins of the conflict through flashbacks ( his own frustration with his son’s talent and sense of shame for him).
- The son is asserted as a force that opresses on the main character. He can’t bear the disappointment that their family’s work will end with him.
ACT II — CONFRONTATION
(Obstacles/Subplots→ Midpoint → Obstacles/Subplots→ Plot Point 2 (cyclic part of the game)
Obstacles/Subplots
- Personal fear of going out into society, the character’s isolation and attempts to understand the reasons for the player.
- Core game loop – cycle between restoring painting and uncovering new memories – the more similar moments, the more the main character thinks not only about personal misfortune, but also about the conflict of generations in general.
- Getting news about the outside world – through communication with customers, housekeeper and son.
Midpoint
- A strong emotional clash:
News about son facing with problems of independent life
- argument between family members through letters
- son accuses father of loving art more than people
- Temporary “win” illusion:
- father proves he is right in conflict, by trying to resolve son issues through money and connections
- son is wrong, ungrateful, immature
Plot Point 2
- The first analysis of a player’s behavior begins to gather – which choices they use, how they probably perceive conflict resolution (necessary to build system/ mechanic to track it.
ACT III — RESOLUTION
(Descending Action→ Climax→ Wrap-up)
Descending Action
- The endings depend entirely on the player, but the meaning must be traced : the conflict is not solved – it is meaningful. There is direct meeting with the son.
Climax
The endings should reflect patterns of family relations characteristic in relation to conflict:
– if the player collected more depressive self-incriminating memories – the main character stands in a position of self-victimization, imposing guilt on himself and his son
– if the player was not able to collect enough memories did not show interest in them – unfinished ending, where the main character refuses to try to solve problems and begins to lead a reclusive life
– If the player collects more incriminating memories, the main character puts an ultimatum to the son. Outwardly the conflict will seem resolved, but in fact the relationship is forever spoiled
– If the player sought a more neutral position, he comes to the option where both sides take a more moderate position, and the family tries to revive the old relationship.