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A Game About Grieving

Fragments of Him takes place during the emotionally awkward phase of losing someone, long before we've actually moved on.

"He worked really hard, he loved his job. On Sundays we would go to the park to feed the ducks. He loved ducks. They always made him smile. It was our place to be together."

When someone close is no longer in your life, it's impossible to know what might trigger the next wave. It might be the sight of a restaurant where you had dinner, it might be throwing away a t-shirt they left behind, it might be hearing a song. Fragments of Him tries to capture these quietly paralyzing moments.

When you click on the towel, it disappears. The clearing of objects and possessions after a loss is a very real, very emotional process we hardly give much thought.
When you click on the towel, it disappears. The clearing of objects and possessions after a loss is a very real, very emotional process we hardly give much thought.

In Fragments of Him, players slowly navigate environments plucked from the real-world: an apartment, a restaurant, a park. Some objects can be clicked on, and these objects trigger short narration. It becomes clear this narrator is recovering from a severe psychological trauma, one that's slowly revealed to be the loss of a longtime partner to a fatal car crash.

Fragments of Him started as a game jam project, and you can still play that version on Kongregate. The surprising response to the game jam version encouraged the team to work on an expanded version, set for release this winter sometime. This game jam was part of the internationally-focused Ludum Dare, and the theme was minimalism. Given the Ludum Dare only allows for 72 hours to develop a game, there's something humorous about a theme that's backed by a tiny development time.

"[I] woke up at four-o'clock in the morning, saw the theme for the jam, and it was minimalism," said game and narrative designer Mata Haggis. "[I] went to sleep, woke up a few hours later, and thought 'what kind of person would live in a minimalist house? Why would you have minimalist decoration in your house?'"

Haggis pitched Fragments of Him to a couple of students he'd taught at the My Academy for Digital Entertainment in the Netherlands. These days, he juggles game design and teaching. In a previous life, Haggis worked on big-budget games as a designer, including Burnout Paradise and Aliens vs. Predator. His students are part of SassyBot, a four-person team that's been collaborating on several games.

In constructing a reason for someone to remove a person's possessions, Haggis kept coming back to the end of a relationship.

"That idea of intense pain driving these actions was something that really spoke to me," he said.

The relationship that forms the narrative backbone of Fragments of Him is between two men. One of them dies. While such a relationship remains somewhat unique to games, the story hardly makes a fuss about it.

"I think it emphasizes the universality of these feelings to have that slight difference to a large group of the [playing] audience," said Haggis. "That was really the origin of all that."

No Caption Provided

In the last few years, developers have tried to explore ways for games to express new kinds of stories. It's a trend anchored by games like Papers, Please, Journey, and Gone Home, and the approach for each was different. Games have become particularly good at expressing particular kinds of stories, and we often see them repeated over and over again. New stories demand new kinds of gameplay experiences.

"You think of an emotion you want to convey, you think of an experience you want to go through," said Haggis. "Then, you have to try and work out 'what actions would this person want to do in that space?"

Fragments of Him tries to explore the largely invisible process of grieving. In one way or another, we all experience this. When an emotional upheaval occurs, the shock is enormous. Eventually, that wears off, and the business of getting back to your daily life, a life without that person, begins anew.

As someone who's received emotional body blows the last few years, I can tell you it's the hardest part. I wear my father's wedding ring. What I'd figured would be my greatest honor is also a curse. It's a constant reminder. When the people leave us, objects, and the memories we imbue to them, are what remain.

Many games tell stories after the events have occurred. Fragments of Him is near-present, but does not indulge in shocking the viewer with a spectacularly destructive and fatal car crash. Instead, it's focused on the seemingly mundane. But anyone who's picked up the pieces after the loss of someone will tell you the same story: the mundane moments are the ones that, oddly, become the most tragic and heartbreaking.

"At some point in our life, everybody is going to experience the emotion of grief," said Haggis. "If we’re lucky, most of us experience this through a breakup. That’s some sense of grief that we have in a relationship breakup. It’s that taste of what comes when we lose someone really, really important to us forever. One of those things you get with these kinds of moments, this grief, is not necessarily your pain at that exact time which is the problem, it’s the pain that continues always. That sense of a lost future together."

Your actions in Fragments of Him remain simple throughout. Clickable objects are highlighted in yellow, and they eventually fill a meter that triggers the next scene. It's undoubtedly a clunky interface, one made more frustrating when you can't find the one bookshelf that's needed to move forward, but it works.

"At some point in our life, everybody is going to experience the emotion of grief. That sense of a lost future together."

SassyBot and Haggis knew the team was onto something when it had to start bringing tissue boxes to events where they were showing off Fragments of Him in person. It's also where they discovered how different objects would trigger different reactions from people. Though Fragments of Him tells a very specific story, it's one explicitly designed with universal appeal in how it's told.

"One of the parts from the prototype that always seems to get people is when they step into the bathroom, and they take away a towel, and they leave one towel there," said Haggis. "There’s no audio cue for this, there’s nothing recognizing you’ve taken this step, just that tiny moment of going 'oh, that person’s not coming back.' [...] I remember very clearly doing that after a breakup of a relationship once. I think I was coping pretty well until that point. It was such a tiny thing to do. [But then I felt] the enormity of what happened, all those hopes that I had, how things had changed."

The upcoming version of Fragments of Him will, again, focus on loss, but from the perspective of many, exploring how a single life can impact so many others when it's suddenly and unexpectedly extinguished.

"I’m not writing this to be over-the-top dramatic, he said. "I’m not intending this to be this massive tearjerkers. I’m writing this to be a good, honest story about emotions that I’ve felt, that I believe other people feel."

Patrick Klepek on Google+

75 Comments

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InternetDetective

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In my new game "Routine Checkup" you take your dog to the vet and find out Mr. Ruff Ruff has brain cancer and needs surgery you cant afford so you have to say your last goodbyes. You hold him in your arms as he struggles to keep his eyes open as the lethal injection sends him to doggie dreamland for the last time.

It's great fun!

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Silver-Streak

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Ryan's still my friend on WiiU/Nintendo ID.

I didn't know him personally other than talking with him on a few streams with call-ins and the Big Red Phone, but he immediately accepted my request of "Silver from Wichita, throwing this out there because why not" or something similar on there.

I didn't really think of it until this post, even though I've seen it on my list a ton of times in the Miiverse.

I can totally see how this kind of idea could be much more pervasive to those that direclty feel that loss, rather than just people that greatly amired someone from moderate interactions/afar.

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Vuud

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In my new game "Routine Checkup" you take your dog to the vet and find out Mr. Ruff Ruff has brain cancer and needs surgery you cant afford so you have to say your last goodbyes. You hold him in your arms as he struggles to keep his eyes open as the lethal injection sends him to doggie dreamland for the last time.

It's great fun!

Eff that! If my dog's gonna be put down I want it to be by my own hand (which I've done) Old Yeller style!

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Bribo

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@norusdog said:

@wrecks said:

No thanks. Enough loss in real life. Don't need it simulated.

exactly. why in the fuck would anyone want to play this? I've dealt with enough loss and still have plenty I could lose before my time comes. Why in the hell would I want to play a game centered around the hell you go through?

I mean, it's an interesting point. What I'd say is that some people like to explore, understand, and mediate on loss through movies, games, and books. My wife is someone who doesn't like watching "sad" movies. I'm sure there are people who won't want to partake in "sad" games. I'm the opposite, though. It's cathartic to experience stories that align with my own life stories. It helps me understand them.

Catharsis is one aspect, then there's the feeling of solidarity with someone who has shared a similar experience - even if it's a character in a videogame.

It's also been posited (by some smart guy in an article I read years ago) that those who engage with tales of tragedy, despite never experiencing bereavement themselves, do so as a sort of emotional rehearsal. It makes them feel better prepared for when they too must inevitably suffer a significant loss.

There is an audience for this. I just hope the writing lives up to game's ambition.

Also, it's haggis week on Giant Bomb!

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deactivated-5b43dadb9061b

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@vuud said:

@internetdetective said:

In my new game "Routine Checkup" you take your dog to the vet and find out Mr. Ruff Ruff has brain cancer and needs surgery you cant afford so you have to say your last goodbyes. You hold him in your arms as he struggles to keep his eyes open as the lethal injection sends him to doggie dreamland for the last time.

It's great fun!

Eff that! If my dog's gonna be put down I want it to be by my own hand (which I've done) Old Yeller style!

I don't like you.

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fram

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@norusdog said:

@wrecks said:

No thanks. Enough loss in real life. Don't need it simulated.

exactly. why in the fuck would anyone want to play this? I've dealt with enough loss and still have plenty I could lose before my time comes. Why in the hell would I want to play a game centered around the hell you go through?

I mean, it's an interesting point. What I'd say is that some people like to explore, understand, and mediate on loss through movies, games, and books. My wife is someone who doesn't like watching "sad" movies. I'm sure there are people who won't want to partake in "sad" games. I'm the opposite, though. It's cathartic to experience stories that align with my own life stories. It helps me understand them.

I too like to seek out catharsis through media and art, and indie-built video games are the most fascinating vehicles to explore with. A couple of months ago my partner and I broke up after more than 9 years together. We're still amicably living in the same house (in separate rooms of course) because we run a business together, which in turn muddles any sense of finality to the relationship since we talk to each other every day.

I couldn't agree with you more about the mundane moments hitting the hardest, and this looks like a game I'll get something out of. Thanks for putting this on my radar Scoops.

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Jazz_Lafayette

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@wohlf said:

Looks interesting. Doesn't really seem like a new kind of gameplay experience though, seems like it's a point and click adventure but instead of being silly and full of puzzles it's serious and full of narrative. I could be mistaken though. I hope it can handle the subject matter without beating us over the head with the MC being gay, I can't stand that.

I'm curious; what do you think would constitute "beating us over the head"? One too many mentions of the word "gay" itself? A frank statement regarding kissing/sex?

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FrostyRyan

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Edited By FrostyRyan

Just the existence of a homosexual character in a video game does not call for an outcry of people on the internet with comments like "OH MY GOD STOP BEATING US OVER THE HEAD WITH YOUR MESSAGES AND PROPAGANDA"

I'm extremely annoyed at the amount of people still bitching about Ellie in Left Behind and the sister in Gone Home. People are so juvenile. Characters should just simply allowed to be gay. It doesn't have to be some social commentary on our world or a message. Grow up.

By the way, this isn't directed at anyone in this thread. I just saw the subject brought up and I'm just speaking my mind.

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rjaylee

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I've already played this game in real life. I don't need to do it again.

@brodehouse said:

@heatdrive88: I'd argue that even this is escapism; people are escaping the circumstances of their lives to ponder the circumstances of other lives. Escaping into a Space Marine should not be seen as different than escaping into a German expat living in France, deported to Germany and conscripted into the military at the beginning of the First World War. These examples should not be seen as different from escaping into a lesbian girl returning home or a small silhouette boy in a bleak and eerie forest.

The thing that makes me uncomfortable about games like this (Fragments of Him) is that I get the impression it's being tailor made for grief thieves. That's probably an unwarranted cynical response, but I'm confused as to why someone who has felt grief and loss and all that bullshit would want to inflict it on themselves again. I don't know. It's weird.

That's a fair response. I don't think what you said was cynical - you simply have a different method of dealing with grief, as anyone in this world does. It's a personal thing that you are allowed to have your own take on. Kind of like art.

VIDEO GAMES = ART?!?!? Aherm. Let's not break that can of worms open.

Anyways, I perceived this to be more of a thing about remembrance. Grieving is of course, naturally a sad thing - but for me, it's tied to remembrance. In remembrance, I'm able to give levity and acceptance in remembering someone (or something) for more than that moment of loss or death, as tragic or sad as it might be. This of course takes time to overcome, but that's simply part of the grieving process.

As an introspective example for myself and hopefully others here to relate to - when I watch an old video with Ryan in it, it makes me laugh and it makes me smile, just like it did the first time I saw Ryan on camera or in a video. Of course, it makes me feel sad right alongside of that too, but that is totally okay. The happiness of remembering him again for as he was, for more than his death, gives me a feeling of acceptance for that sadness I feel in missing him. Personally, it would be an injustice to Ryan if I was to simply forget and be ignorant to the fact that he is gone, so reliving and remembering him is for me, something that is worth doing - especially when it was a life that was so incredibly worth celebrating.

Sure, maybe a game about grieving isn't going to be everyone's cup of tea. But hey, some people might find a game about grieving useful, so who am I to deny that from them?

Look, let's put it this way. Should this be any different than watching a video of a wonderful man attempt to flush a pie down the toilet?

Loading Video...

I wouldn't think so.

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TheJoker138

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@hassun: I, too, hope there are shooting and puzzle sections in a small, quiet game about loss.

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Jeffsekai

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Is this a better game than Depression Quest?

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FrostyRyan

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By the way, there is already a game about grieving. It's called Resident Evil 6.

Hehe

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@norusdog said:

@wrecks said:

No thanks. Enough loss in real life. Don't need it simulated.

exactly. why in the fuck would anyone want to play this? I've dealt with enough loss and still have plenty I could lose before my time comes. Why in the hell would I want to play a game centered around the hell you go through?

My thoughts exactly.

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FrostyRyan

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@norusdog said:

@wrecks said:

No thanks. Enough loss in real life. Don't need it simulated.

exactly. why in the fuck would anyone want to play this? I've dealt with enough loss and still have plenty I could lose before my time comes. Why in the hell would I want to play a game centered around the hell you go through?

My thoughts exactly.

I don't understand why you guys don't seem to understand why someone wouldn't play this. It's fascinating to see video games of all mediums being able to make you feel extreme emotions like this. It's the same thing as a movie making you cry.or making you scared/disturbed. No emotion is out of the question when it comes to art.

It's totally fine that you don't want those feelings simulated in a video game you play PERSONALLY, but this "why would anyone..." attitude is pretty odd.

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Uberleeto

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@vierastalo: Things are removed from your front page after viewing. It's a little trick to keep things fresh.

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Played that game jam version when it came out. Seems like a cool concept, but it didn't "move" me in any way. Either way, it's interesting and good to see it getting a larger release.

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Edited By TheHT

Sounds very interesting! A grim topic, but incredibly important.

Thanks Patrick!

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deactivated-583dfbc21c8a9

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@dark_lord_spam: Nah, nothing like that. I'm a bi dude myself so I don't really care about sexuality, I get annoyed when gay characters are written to be super one dimensional and their sexuality is the only substance to them. Really just comes down to poor writing, I don't like it anywhere.

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@wohlf: Oh, definitely. It just sounds weird to me to hear people call poorly-written minority characters out specifically, since my immediate impulse is to think they don't want to hear from/about those people at all. I absolutely understand getting creeped out by lazy stereotypes. That said, I usually give a writer the benefit of the doubt when it's apparent that their intentions are to do good work with a character, whether or not they happen to be very skilled.

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@norusdog said:

@wrecks said:

No thanks. Enough loss in real life. Don't need it simulated.

exactly. why in the fuck would anyone want to play this? I've dealt with enough loss and still have plenty I could lose before my time comes. Why in the hell would I want to play a game centered around the hell you go through?

My thoughts exactly.

Because they are important topics that this medium should tackle, since its interactivity allows for new mature ways to do it? 90% of dramatic works deal with some sort of trauma, this kind of attitude basically means "we shouldn't make art".

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@heatdrive88: First and foremost, your comment made a well thought out and valid point. More importantly, thank you for sharing that video. It is always a day maker when you get to experience a genuine 4 minute laugh.