Sins of the Father
Creator, Narrative Designer
Project Snapshot
Sins of the Father is a story-heavy standalone Fallout 4 mod where the player is hired by a little girl to kill her own parents. Featuring a custom interior and exterior, six unique custom NPCs, 516 lines of dialog, and three possible endings; Sins of the Father will leave the player thinking about their choices for a long time.
Engine: Fallout 4 Creation Kit
Role: Designer/Scripter/Narrative Designer
Team Size: 1
Platform: PC
Project Goals
Make an Enjoyable Companion Character
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Lizzie, our companion character, had to have a sympathetic backstory.
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She couldn't be mopey and had to be enjoyable to be around even if someone doesn't like children.
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She had to have lots of ambient dialog to make her feel like a companion rather than a fetch quest NPC.
Give an Unexpectedly Compelling Choice
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I needed a conflict which would look cut and dried on the face of it, and then give players reason why it wasn't.
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Players have different moral sensibilities, so there must be many possible arguments for moral choices.
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All possible arguments had to be based in arguments people in those real life circumstances have made.
Humanize Terrible People
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I had to create characters that the player would instantly dislike for good reason.
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The characters had to only do what a real human could reasonably do in the same circumstances.
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The characters needed a chance to state their case and have their case be reinforced by the environment.
The NPCs
Lizzie, the Companion
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Ingratiates herself to the player early with a tragic backstory and a witty sense of humor.
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Never dies or gets in the way during combat.
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Has constant unique ambient dialog to make her feel like a person.
The Neighbors
- One neighbor for every possible ending, arguing why the player should decide a certain way.
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Each corroborate the facts, but offer different perspectives.
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One says that they regret not doing the same thing Lizzie's parents did.
The Parents
- Made a decision the player will find repugnant, and express no remorse for it.
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Confront Lizzie in a scene that can be as empty or cathartic as the player guides.
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Modeled after real life parents forced into similar circumstances who make similar decisions.
The Environments
Custom Exterior
- First view upon arrival is the only three surviving residents, barren farming land, and the house of Lizzie's parents looming on the hill.
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Full of graves to emphasize what has been lost, and an ambush from raiders to emphasize the danger.
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Each building full of objects that indicate who sleeps there, such as a photograph of a dead girl.
Custom Interior
- First view upon arrival is several mattresses on the floor and one queen-sized bed... and a crib.
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Parents are in the kitchen without any escape or weapon, effectively making killing them an execution rather than a fight.
The Narrative
Dialog
- Dialog written to deepen player's understanding of an NPC's internal life, even when important information is being conveyed.
- Each NPC's internal life is given motivation that would be consistent with a real world person's in their situation.
Story Beats
- Lizzie's request to kill her parents inspires curiosity, and she tells the player it is revenge for selling her. This sets up one possible choice for an ending--killing her parents for revenge.
- Player meets the neighbors, who give their perspective and introduce two other choices--refusing to punish the parents, and finding a nonviolent solution.
- No matter what choice the player makes, Lizzie will not be happy in the end. Retribution does not heal her trauma.