Story

The Town

Evergreen Grove is the central location for all the stories told in-game. The stories combine to tell the towns tale of challenge in a changing world. A small, old, secluded town trying to stay afloat in an environment that no longer welcomes it. The towns community is what keeps it shining, but if things start to go wrong, the town is in danger of falling into decline and losing what made it special. Environmental storytelling is vital when capturing the charm of the town, and its potential decline.

Game name: I decided to name both the town and game Evergreen Grove, as I liked the alliterative sound and its reference to natural landmarks, similar to many other real life British town names. I also feel the name is quite symbolic, Evergreens are known for their endurance through winter months, keeping their green leaves all year around. Groves are a group of trees that stand together. These can each be metaphors used to describe the town in game, a small community of people who will endure the hardships they face each year, together.

The Player

The players job, like the NPCs, is to keep their business afloat. The player character moved to the town to start their very first floristry business, and while the town is remote, it was the only place they could afford to open a shop. They dream of expanding their business one day, and moving to a bigger town where they will be more likely to succeed. However living in Evergreen Grove might change their perspective on things – if they can learn to live in harmony with their surroundings and find a way to lure customers in instead of chasing after them.

NPC’s

Here is the link to the flowchart of all NPC story lines:

https://miro.com/welcomeonboard/dnZFUDc5c1UrUTVSTHNEVXVXL1dWSFM4WUx3Zkd1SmxRL1NxZlBEV05QODZNQ3lRYlpDTGtJZXl1OVZwTVpSbjFPOUh0RFEzc0NGbzYvQXIxV0drcnJCdFM0Q1MvUTErWFhVVFhseWZoRG5YZE1rSENDeStSOTQrTlhmdE10YUUhZQ==?share_link_id=971928540466

Game Timeline

A timeline for every playable day in the game.

Dialogue

The choices the player makes during dialogue is incredibly important to the games story. The decisions made in main story missions are all decided during dialogue interactions.

The player can also choose to engage in conversations with the NPCs unprompted and talk about many different things, learning more about them and their personalities. This can also result in gaining relationship points with the three main NPCs.

Dialogue interactions will still take place even if the player doesn’t seek them out, as the player will have to speak to the three main NPCs when visiting their shops. However, these conversations will be less detailed than the unprompted interactions. Main story details are mostly revealed in these interactions, so the player doesn’t miss anything. If they aren’t revealed this way, they will be revealed in a cutscene.

Example script for an unprompted conversation with Aster:

Aster: “Why did you move to this town?”

Player choice 1: “I wanted to start my business and this was the only place I could afford.”

Aster’s response: “That’s why me and my mum came here. We used to just travel from place to place for as long as I could remember. But mum eventually decided she wasn’t happy just growing flowers in plant pots, and I was tired of not having a home. This was the only place we could afford. Which is funny, as most people only buy these houses to use as holiday spots now. We show up and it seems everyone wants to stay away.”

Player choice 2: “I thought this would be a good place to start my business. Eventually I want to move somewhere with more potential though.”

Aster’s response: Aster frowns “And put me out of business while stealing what customers I had left?…..Joking.”

Player choice 3: “Its a beautiful place, I hope I can make a name for myself here.”

Aster’s response: “Then I think you’ve come to the wrong place *giggles* ….. Sorry, you’re right, this place definitely has its charms. I wouldn’t want to leave it for the world.”

This example script is designed to show Asters strong personality and sense of humour. It also shows that she is willing to open up to the player, but only if they make the correct dialogue choice, putting further emphasis on the importance of choices in the game. Otherwise she is quite guarded and falls back on confrontational humour. Aster does not trust many people at first, but she is especially cautious of the player, as they are both dependant on each other but could become rivals at any time. Her questions are direct, designed to probe the player into revealing truths, and she does not appreciate lies or unthoughtful responses. She will usually only open up to the player when they choose the most truthful option when talking to her. She also acts this way out of protectiveness for her mother, who is incredible unconfrontational, quite naïve and has an extreme attachment to her flowers, making her unable to focus easily on anything else.

Example script from an unprompted conversation with Kitt:

Kitt: “Why do you like making your bouquets?”

Player choice 1: “Because flowers are pretty, and people will buy pretty things.”

Kitt’s response: “Oh, well yeah I guess that’s true. Explains why my pastries sell so well.”

Player choice 2: “Because we have all these beautiful flowers at our fingertips, and I can use them to make something even more wonderful. And as an added bonus, I get to see people get to enjoy them for themselves. It makes me feel fulfilled.”

Kitt’s response: “How lovely! Working with something you’re passionate about is a great gift, and unfortunately not many of us get to experience that. I’m lucky that I love working here, and get to talk to familiar faces all day. If I worked somewhere else, In a different town or city, perhaps I wouldn’t feel the same.”

Player choice 3: “My grandma was a florist, so I used to make a lot with her growing up. She always told me I had a talent for it so I guess I clung onto that.”

Kitts response: “Continuing with the family trade huh, a bit like myself then. This shop originally belonged to my father, before I eventually inherited it. I actually went away to Uni to study graphic design, intending to leave this place behind, but it just wasn’t for me. It made me realise how much I missed living here.”

This example script is designed to show Kitts easy going and friendly attitude. He is more willing to open up to the player than Aster, only holding back from sharing more about himself when the player chooses the coldest response. He instead makes a light-hearted joke to disperse tension, not dwelling much on it. Kitt is quite unjudgmental and a friendly face to all, so it would be hard for the player to anger him unless they insult him, or don’t help him in his main story mission. Kitt’s questions often delve into the player characters’ likes and dislikes, and their reasoning behind them. He appreciates descriptive and passionate responses and is more likely to open up to these.

Example script from an unprompted conversation with Harper:

Harper: “Hey Hon! are you coming to the Winter Market tomorrow?”

Player choice 1: “Heck yeah, I can’t wait!”

Harper’s response: “That’s the right answer! I just love a winter market, Hot cocoa, a warm woolly scarf and all the cute little markets sitting in the snow! Oh and all the shopping too, OOOH I’m so excited!”

Player choice 2: “I hope so, but I might end up being busy tomorrow.”

Harper’s response: “Poor thing, don’t work yourself too hard! If you have a chance to drop by please come! it would be great to see you there!”

Player choice 3: “Nah, id rather not be out in the cold longer than I have to.”

Harper’s response: “Awww but that’s what makes it so magical! Well, each to their own but… you’re definitely missing out!”

This example script is designed to show Harpers bubbly and outgoing personality. She treats the player like a friend straight away, and tries encouraging the player to come to all the town events because she loves them so much. If she is passionate about something, she will make it very clear. Her speech is much more expressive than the other two characters, making her feel warm and energetic. Her questions will often inquire after the players wellbeing or whether they plan to come to town events. She prefers enthusiastic responses, but understands the players reasoning if they don’t provide this. She opens up to the player to a similar level as Kitt, only getting upset if the player is continuously cold or rude to her.

Game Endings

The games ending varies, depending on choices made or the player’s success with running their business. The player must make the decision; will they stay in Evergreen Grove, or move to a big city where they could become more successful? If the player chooses to leave, they catch the next train with their suitcase packed, leaving the floristry shop empty and lifeless. If they choose to stay, They will walk into town to share the news with the NPCs.

There are a few factors that can change these endings:

  • If they choose to leave town with less money and customers than ideal, the player character will make a comment about barely making any progress in the town.
  • If they choose to leave town with lots of money and customers, the player character will make a comment about how much the town has helped them grow.
  • If they decide to stay in Evergreen Grove and the player ends on good terms will all NPCs, they will hold a party for the player in town.
  • If they decide to stay in Evergreen Grove but they made friends with some NPCs and not others, only the friends will be seen at the party.
  • If they decide to stay in Evergreen Grove but made no friends, or the NPCs dislike the player, the player will watch a party from outside, alone.

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