
A series of Sherlock Holmes detective games made by the studio Frogwares.
From Game Maker's Toolkit on detective games
Frogwares' Sherlock Holmes games automate detective work and leave players feeling like Watson. Game Maker's Toolkit cites the series, along with LA Noire, as an example of detective games that limit what the player can do. They choose the questions, who you can talk to, where you can go and what you can pick up, then turn the reasoning into a multiple choice question.
The result is that the player feels like Watson rather than Sherlock. The quote: "In these games, real world processes naturally get automated and made abstract - but in ways that take power away from the player". The lesson for builders is not to automate detective processes in ways that take power from the player.
Like LA Noire, the games abstract real crime-fighting into game mechanics and reduce complex reasoning to simple multiple choice. The player ends up as Watson rather than Sherlock.
Frogwares' Sherlock Holmes games automate detective work and leave players feeling like Watson. Game Maker's Toolkit cites the series, along with LA Noire, as an example of detective games that limit what the player can do. They choose the questions, who you can talk to, where you can go and what you can pick up, then turn the reasoning into a multiple choice question.
The result is that the player feels like Watson rather than Sherlock. The quote: "In these games, real world processes naturally get automated and made abstract - but in ways that take power away from the player". The lesson for builders is not to automate detective processes in ways that take power from the player.
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