Contents
Here is the next instalment of blogs discussing the fisherman interactions! Thank you to everyone who read and gave feedback on our first Twine! Same as last time, this post will cover the content and goals of the second conversation between the fisherman and the lightkeeper/player.
This part of the story will be dedicated to adding validity to the fisherman’s reasoning for setting sail despite the restrictions and the vaguely mentioned threat that lives in the water. Previously, players had questioned why he would resort to going out to sea to catch fish rather than other methods of obtaining food. I will address this by explaining that not only did the village have a poor harvest, but they were unable to produce many crops in general due to the climate. This answers the questions: why do they rely so heavily on trade with neighbouring islands, and why they are suffering so much with no trading?
Plan outline for Day 1 - Part 2, made on Figma.
The fisherman will also talk at large about a specific fish he is aiming to catch at this location you are leading him to and how much this will help his family. He will describe this fish as large and plentiful, how it will keep them fed for a long while – thanks to his wife’s culinary skills. An invitation will be extended to the lightkeeper to take part in eating the fish as thanks for helping him, which will deepen the player’s emotional connection as this shows the fisherman’s willingness to help others. Also, to those wondering why he can’t just fish somewhere closer to the island: he would be at risk of being spotted defying the restrictions and so must sail far out of view.
However, the fisherman will also show some vulnerability in this section, exposing a true fear of dying alone out at sea, a victim of the ‘monster’. Yes – we are finally, explicitly talking about the sea serpent! He begins to ask about details of the creature and suggests looking up its folklore to know what he is up against. During this moment of sensitivity, the player will really get a chance to decide how they wish to play the character of the lightkeeper; as someone cold and harsh, or empathetic.
At this point, my hope is that the player will be eager to continue playing – despite the somewhat lengthy set-up – at the mention of the sea monster. Perhaps players would even have some theories of their own?
I have been writing the fisherman using language devices such as repetition during times when he is distressed, desperately trying to convey something and hyphens – as though he is interrupting himself – when excited. I aim for this to create a sense of familiarity and ‘realness’ while still maintaining this old-fashioned writing style.