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Once, Twice, Three Times a Detective
Dolgion Chuluunbaatar of Gamasutra writes about non-linear adventure games:
Of course, as a gamer I've run many detective games. These range from the high thrill, high horror, low schlock games like SLA Industries to the low key, psychic conspiracy thrillers like The 23rd Letter.
In the 80s, I remember playing Consulting Detective with the older kids and thoroughly enjoyed the level of detail, the requirement for immersion and visualisation and the reliance on observation and deduction. But it was not a popular game because to the average teenager, the game was hard. We were smart kids (most of us anyway), and yet we seemed more stupid in a group. Smart as we were, we were no Sherlock Holmes.
It is my belief that when running a detective game, you have to remember that the players are often less than the sum of their parts (due to confusion, interrupted narrative, last night's football results and the imminent arrival of spicy food and naan bread).
This means that even smart individuals may miss important clues, may not see the allusions and the inferences in the newspaper clippings, fag ends and hastily scrawled dying notes which litter the genre. We all have day jobs and families and we're not the super-obsessive compulsive consulting detective that the game might assume so the designer has to take the step of telling us once, telling us twice and telling us a third time to make sure we get the clue. We might misremember small facts, forget to keep copious notes (which, in my opinion, spoils the enjoyment of the game) or simply we may not be wired to think that way. Kevin Beimers of Straandlooper spoke about this aspect of game design at an event we held at Belfast Metropolitan College earlier this year. Clues need to be logical and discoverable.
There is also the problem when this translates into a video game that the game will often, by necessity, highlight items which are important. Games like Myst and Hector: Badge of Carnage thankfully escape much of this but it can be maddening to be tapping around trying to figure out exactly how to get something to work as a fan belt.
But we enjoy the discovery, even as it frustrates and confounds us. I've had almost as much fun watching someone play an engaging game as I have had playing it. So, why are there so few multiplayer detective games?
Are there any?
About matt
Gamer. Writer. Dad. Husband. Creator of The 23rd Letter, SpaceNinjaCyberCrisis XDO, ZOMBI, Testament, Creed. Slightly megalomaniac