So, we’ve established Quiet Things is autobiographical. Which is just gorgeous to see in the gaming landscape, because for me games are so much about connection, and there’s no purer way of doing that than presenting a story that isn’t just fiction.
How much do you lean into the autobiography?
ELIZABETH
As you say, you have all the diaries, the government documentation, but some parts are still grey or just memory. What kind of balance is there for you, in keeping raw material and what do you change, or fictionalise?
ALYX
I have three diaries, and it’s very lucky I still have them, because otherwise it would be a very different game – if we tried to make it all from memory. I leave stuff out if it’s not really helpful, if it’s just waffle of a kid talking about a dog–
ELIZABETH
No, that’s very important, put it back in right now!
ALYX
Okay, for you, you’ve twisted my arm…! I shortened or added bits in to humanise the different characters, with daily life stuff, but if I put every single thing in, the game would get a bit silly-long.
ELIZABETH
It’s more like an editing process than a rewrite.
ALYX
Yeah, yeah. It’s about what’s important for the story, and the themes we’re covering. So all the diary entries, particularly the teenage ones, are word for word. Other than names, and places, and all that legal stuff that I’d never keep the same. You have to protect people, even if they haven’t done anything wrong.
My social services records aren’t themselves in the game, but it informs a lot of how I write the script. We have [my] social worker in the game, but when you’re casting for characters, you have to give the actor an expectation of how to get into the skin of this character. Equally, I have to be able to put myself into the shoes of these people I never really knew the full motivations of, even just to write the casting sides. It’s tricky, trying to understand the mind of my abuser while being on the other side of the fence. So that element of things is more fictional.
Most of the scripts are written from memory, or in conjunction with diary entries. I would say it’s true to my memory, but of course there’s only so much that is ever like the perfect truth. There’s no scenarios that’re completely fabricated.
ELIZABETH
Because that wouldn’t be the point of the whole thing, really.
ALYX
Yeah. Like, there’s not exactly a ‘happy ending’ of people getting taken to court and prosecuted, because that just isn’t the reality for a lot of people, and it wasn’t the reality for me. So there’s no point going, “Yay, here’s this lovely resolution,” when the story, my life and experiences, are still happening and that wasn’t how it ended anyway.
ELIZABETH
It’s a delicate balance of objectivity versus subjectivity going on. And it must be a very compelling writing exercise, just conceptually.
I imagine it’s also quite difficult to adapt memory and fact and what ‘truth’ is to you? From my own experience in writing for performance, there’s all sorts of barriers that come up with injecting ‘too much’ of ourselves into a piece, emotionally and logistically.
ALYX
Logistically is definitely the one that’s hard. I think the script writing’s okay. I do so much in the game – game design, programming, music, blah blah blah – if I don’t fancy it one day, I can just do something else. And then, when I feel in the right headspace, I can do it. Ultimately, that’s the great thing of being in charge of it.
ELIZABETH
Oh, yeah, the joy of a small, independent company!
ALYX
Yeah, not working for a corporate that’s like, “Needs to be done tomorrow!”
I think people often ask, “How do you cope with it?” But I’ve kind of already dealt with all the stuff, otherwise I wouldn’t be functioning as an adult. Naturally it has an impact, but you don’t get better from these things, you just learn to live with it.
ELIZABETH
I can very strongly relate to that, as someone who is Chronically Ill. There is no, y’know, magic pill for any of this. You can be told by doctors that it’s all in your head, and to an extent it is – mentality can impact a lot – but it’s also this very visceral, full-body experience and weight that you just have to carry every day. Figure out what limbs to move, and how to function with them, regardless of if my Spoons or Anxiety are at a 3 or an 8.
I think that’s what I appreciate so much about Quiet Things. It’s a very gentle game, walking-sim as you say, but it doesn’t pull its punches. You can take it at your own pace, which is a nice departure from the reality of life.
ALYX
Yeah, true. I didn’t get a Pause Button!
ELIZABETH
Exactly! But it’s still so nice to experience the rawness of stories like this, and get to reflect on the careful decisions that’re behind it.
What’s your process for working with actors?
ELIZABETH
You mentioned casting and audition sides, so let’s unpack that a little more. I’ve never worked on an autobiographical piece, though I imagine it’d be quite a different experience to crafting a character performance that’s pure fiction.
ALYX
I’ve been very lucky to be around the dialogue world for the last five years – none of which were autobiographical – so I can compare a little.
The main thing we do is, because everything in the game has changed to different names and places, we treat it like a different person’s story. Everyone’s aware that it’s my story, but we always talk about the characters, and especially Alice the protagonist, in third person. We don’t go, “Alyx, how was that for you?” We go, “What was Alice thinking here?”
I actually let Kirsty, our voice director, drive most of it, because she knows what she’s doing. I’m honestly not there to get it close to what the real thing was, because it still has to fit a game and the kind of performances that go with it.
There’s also scenarios where, for really intense stuff like crying or screaming, we’ll only do one or two takes of it. We’re not gonna put the actor through that again just to make sure it sounds 100% believable. And Kirsty is brilliant for advocating for what’s best for the actors.
ELIZABETH
Wow, I wish! Whenever I’ve a live session, it’s always, “Oh, Liz, you’re being hacked to death with a chainsaw – let’s do six takes in a row to get it right!”
ALYX
Yeah, that’s rough on anyone. So we try very hard not to do that. Because I know roughly what the word-count is for what we can get done in an hour, we lower that, so that we have more time to breathe and take a break if we need to.
ELIZABETH
Oh, that’s brilliant. That’s a lovely way of doing it.
ALYX
It’s a narrative game, and the dialogue is what’s most important, so there’s no point in churning through stuff. You’ve got to be afforded that space and time to understand what you’re saying and think about it.
And we have a Wellbeing Facilitator, in all our sessions that deal with problematic content. In hindsight, I wish we’d had one for Dave’s first sessions, but we hadn’t booked anyone else at that point. We were still making recordings for the demo, we didn’t even have further funding: we didn’t know if we’d be continuing the game if we couldn’t afford it.
ELIZABETH
It’s a valuable learning curve, for sure. I’m very glad you have one, and that you’re able to make such a safe environment for your cast.
ALYX
I wish we’d done it from the start, but now it’s a set point in our process. But there actually isn’t a designated agency or resource for doing it in the games industry, so we used 6ft From The Spotlight – who generally work with TV, theatre, film stuff. They basically provide support before, during, after the session, so they can also advocate for the actor and voice director.
ELIZABETH
Oof, I’m jealous now…
You mentioned earlier that you loved voices in particular – I’m exactly the same, it’s why I pursue VA myself – and they can so often absolutely make a story or emotional connection. Sound’s both totally ephemeral and long-lasting, because a good performance can stick with you for a while, so I guess what I wanted to know is…
Has anything unexpected come out of hearing this story performed?
ALYX
So, Dave Jones plays my father in the game. Surrounding him are these undertones of domestic violence and very strict upbringings, and compared to some of the other content, I didn’t think it was all that bad. But it is. And when you’re a parent, as well, that’s upsetting – to think that someone does that kind of thing. And I didn’t necessarily have that outside perspective, but Dave did because he is a parent.
That, I think, made me realise the weight of all those sections; because, if anything, more people will have experienced that kind of parenting as a child than most of the other content in the game.
What do you foresee/hope for the future of mental health representation in games?
ALYX
I hope that we see more stories like this. I think the documentary/autobiography area is quite untapped, but it’s a cool thing to be able to do – to literally walk in someone else’s shoes through a game. It might give people a different perspective of things if they can do that. I think we should be sharing these things and having a deeper understanding of each other as people. And, frighteningly, the more I talk to people about The Quiet Things, the more I realise I have in common with people that I never would’ve known about, because we just don’t talk about mental health like we should.
ELIZABETH
I hope for more ingenuity and experimentation with more than just story and characters. Representations that feel multifaceted, and have influence over gameplay, mechanics, level design and more audio-visual elements. Willingness to be more abstract, and trust audiences to understand and interpret.