Posted July 22, 2012
Now that is a difficult genre. Here we have Ghorpm providing them for us (you said you had also been designing some outside of these forums, Ghorpm ?), but generally speaking they are rare, and very limited. For good reasons. : they are very open-ended, and they demand to create a setting with some elements that are deliberately a bit off... which means all the rest has to be perfectly right. Players must make the difference between unvoluntary bugs, and actual mistakes or oddities left by a murderer who didn't conceal his crime perfectly. In this re-creation, any little logical or even graphic mistake can ruin the game.
But playing sleuth is fun. And several games attempt to put us in the shoes of a crime investigator. They are a sub-category of adventure games, and unfortunately they are not always very specific, because of these limitations. Take the Sherlock Holmes games. The first (atrocious) one, Mystery of the Mummy, was just a point and click exploration game in some egyptian resident evil mansion. The story told you that you were a detective, and so you used your lens a lot. But you didn't do anything different than any point and click Indiana Jones in any kind of weird crypt. Same with The Awakened (don't get me started on the intrusion of the supernatural in Holmes stories), and with Post Mortem : investigating meant using object on object. Mortevielle's Manor was more... less... okay, I never understood what Mortevielle Manor was. And of course, there is the current trend of "hidden objects" games, that often present themselves as crime investigation. Hardly worth mentionning.
The Case of the Silver Earring made things differently. While point and click at the roots, a large part was dedicated to answering lists of questions about the story protagonists, points that you had to deduce from bits of interviews. This happened at the end of every chapter. But only at the end of the game, in Colonel's Bequest, even though that game offered a great sense of sleuthing. In-between, there were games such as Cruise for a Corpse. Was it about deduction, or about being at the right time at the right place ? It did end with questions, though. And so did Sierra's Manhunter series, where your deductions are helped by alien technology and dictatorial satellite tracking of human movements, but you still had to enter a culprit's name at the end of each day.
There are a lot of such games I haven't played, old and news. It's a genre that I distrust, but always hope to see done right, which may be a logical impossibility. So, I ask the question, under that perspective. What investigation games have you played, and found that they were doing things right. That they were actually making you guessing about murderer identities (instead of letting you solve unrelated puzzles until the cut-scene reveal). What gaming mechanics best emulated such kind of mysteries, and thought processes ?
Optionally, anyone on GoG ?
Edit :
Forgot to mention the clever Blackwell series, a point and click adventure game that lets you combine "infos" instead of objects...
But playing sleuth is fun. And several games attempt to put us in the shoes of a crime investigator. They are a sub-category of adventure games, and unfortunately they are not always very specific, because of these limitations. Take the Sherlock Holmes games. The first (atrocious) one, Mystery of the Mummy, was just a point and click exploration game in some egyptian resident evil mansion. The story told you that you were a detective, and so you used your lens a lot. But you didn't do anything different than any point and click Indiana Jones in any kind of weird crypt. Same with The Awakened (don't get me started on the intrusion of the supernatural in Holmes stories), and with Post Mortem : investigating meant using object on object. Mortevielle's Manor was more... less... okay, I never understood what Mortevielle Manor was. And of course, there is the current trend of "hidden objects" games, that often present themselves as crime investigation. Hardly worth mentionning.
The Case of the Silver Earring made things differently. While point and click at the roots, a large part was dedicated to answering lists of questions about the story protagonists, points that you had to deduce from bits of interviews. This happened at the end of every chapter. But only at the end of the game, in Colonel's Bequest, even though that game offered a great sense of sleuthing. In-between, there were games such as Cruise for a Corpse. Was it about deduction, or about being at the right time at the right place ? It did end with questions, though. And so did Sierra's Manhunter series, where your deductions are helped by alien technology and dictatorial satellite tracking of human movements, but you still had to enter a culprit's name at the end of each day.
There are a lot of such games I haven't played, old and news. It's a genre that I distrust, but always hope to see done right, which may be a logical impossibility. So, I ask the question, under that perspective. What investigation games have you played, and found that they were doing things right. That they were actually making you guessing about murderer identities (instead of letting you solve unrelated puzzles until the cut-scene reveal). What gaming mechanics best emulated such kind of mysteries, and thought processes ?
Optionally, anyone on GoG ?
Edit :
Forgot to mention the clever Blackwell series, a point and click adventure game that lets you combine "infos" instead of objects...
Post edited July 22, 2012 by Telika