A noir point and click adventure set in the Discworld universe.
Brown: players use the game's logic, not their own
From Brown's critique of Discworld Noir
Discworld Noir's notebook deductions hand players the game's logic, not their own. The notebook lets players combine two entries to deduce that a message on the wall was written upside down. The game supplies a note, 'Mundy hung upside down', that gives away the answer, so players use the game's logic instead of their own.
Brown suggests having the player type in the decoded phrase (3712V) instead of combining notes. His quote: "you're not using your own logic but simply using the logic provided by the game". The example is the strange phrase on the wall and the victim hung upside down.
Its notebook combines notes to make deductions, but the game must supply a note like "Mundy Hung Upside Down" that hints at the solution.
Discworld Noir's notebook deductions hand players the game's logic, not their own. The notebook lets players combine two entries to deduce that a message on the wall was written upside down. The game supplies a note, 'Mundy hung upside down', that gives away the answer, so players use the game's logic instead of their own.
Brown suggests having the player type in the decoded phrase (3712V) instead of combining notes. His quote: "you're not using your own logic but simply using the logic provided by the game". The example is the strange phrase on the wall and the victim hung upside down.
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