You can collect two types of items on the beach in Bientôt l’été: “Things” and “Thoughts”. Thoughts are quotes from Marguerite Duras novels (280 phrases from a dozen or so books). Things are physical objects.
In the beginning I was thinking of both Thoughts and Things as items washed up on the shore. Collecting is a common activity when walking along the seaside. So it felt natural. Indeed, I did mean to include all sorts of shells. In the early versions of the game, I used several objects from our Vanitas app. The bird skull worked particularly well. At that time, the Thoughts were written in the sand (albeit it in a clean typeface, not hand drawn, to refer to the artificial nature of the presentation).
To collect these items, you had to stand close to one and close your eyes (by holding a key). Then the item would be shown in the middle of the screen against a black background. You were required to keep your eyes closed for a little while until the object or phrase was collected. The motivation for this interface was that I wanted the player to focus on something and then remember it, in tribute to Duras’ precise and concentrated writing. Your memory was represented as a classic inventory that you saw any time you closed your eyes. Things on the left, Thoughts on the right. You could collect a maximum of 16 of each.
The problem with this design was that it pushed the player towards a sort of mechanical behavior that was all about the act of collecting, irrespective of the nature of the object or phrase that was being collected.
To reduce the emphasis on activity (and hopefully move it to content), I decided to show the phrases that were written in the sand also on the screen when you walked past them. So when you were close to a Thought on the beach, the phrase would appear in the middle of the screen, without requiring closing of eyes or any other action. To collect the item, you would stand still near it and wait a while. The phrase would fade out and when it was gone, it was considered memorized, collected in your inventory and removed from the beach. I especially liked how the phrases slid from the top to the bottom of the screen or vice versa as you passed by. I called this system Passing Thoughts.
I didn’t want to use this mechanic for Things because I thought close ups of objects in the middle of the screen wouldn’t look as good as the nice clean text. This started me thinking about the nature of these objects. So far, I hadn’t really considered what they were going to be. And since I apparently didn’t care much, I decided to remove the feature. I still wanted the player to have physical objects because they were fun to play with on the café table. But instead of having them brought in by the waves, like the Thoughts, I moved them to the “Apparitions”.
Apparitions are larger objects or landscape features that appear on the beach as a sort of glitches or dreams. There is always only one Apparition, a different one each time you leave the café. Analogous to the Thought collection, you would stand still next to an Apparition to make it disappear. When it had faded out, the avatar would spontaneously walk towards an item lying near to it and pick it up. These items were related to the Apparitions. So the magnolia tree would give you a magnolia blossom (referring to Chauvin’s memory of the huge flower in Anne Desbaresdes’ cleavage at an awkward business dinner in Moderato Cantabile).
The problem with this interface was that players didn’t understand that they were required to stand still and wait. This is very unintuitive. And subtle hints on screen didn’t help everyone. So many ended up in the café with nothing in their pockets and all they could do was talk about drinking wine.
In the latest alpha version, the phrases still appear on the screen when you are near the sea. But they animate up and down with the waves that roll in, unrelated to your position. Every Thought you see is remembered. Without having to do anything. To fully enable this, I removed the limit of 16 items. The inventory was removed as well. Instead, every phrase that was remembered is written on the beach (instead of removed). The stand still and fade out collection mechanic for the Things was retained, but as to be expected, didn’t work very well.
So the last change I made was another simplification. If you close your eyes while facing the building on the dike, you see a button that says “Enter”. You see this button no matter how far you are. You can always enter the café. You don’t need to walk towards it. I have added a similar button for Apparitions now. If you close your eyes, you can see the Apparition from afar, because it’s bright pink and emits lots of particles. A button hovers over it. When you click that button you see a close up of the Apparition feature and then an item falls out of the sky for your avatar to pick up, while the Apparition disappears.
All of the Things are now chess pieces. So there’s 16 of them, for a full set (white if you’re playing the man, black if you’re playing the woman). Well, there’s actually 17 Things. But I’ll keep the last one a secret, just to tease you.