
A detective game of searching through video clips.
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Gcreator of Game Maker's Toolkit testThis Psychological Trick Makes Rewards BackfireHer Story hides its plot in almost 300 video clips that players unearth by searching words, so they play detective instead of watching in order. Tagging footage helps them track what they find. The weakness is that some players, like one forum poster, don't know when they've learned enough. Lesson: open-ended discovery needs note-taking tools and some goals for players who can't set their own.
From Mark Brown on investigation games
Her Story hides its plot in clips you find by searching words. The plot is spread across almost 300 clips that you unearth by searching for words, which makes you part detective, part archeologist. The archive stops you watching clips in order, so you search words mentioned in clips or guess words spoken elsewhere.
Mark Brown lists it among games that hide answers in a clunky archive, so the dead ends and red herrings conceal the real answer without much authoring. He says: "You need all the dead ends and red herrings to, essentially, hide the real answer."
Her Story lets players tag footage to track their own investigation. Players can tag clips as they search. Brown cites this as an example of note-taking tools that make investigation games easier to follow.
He groups it with Shadows of Doubt's pinboard and Hypnospace Outlaw's bookmarks, and says such tools make investigations "10 times more fun" in the case of the pinboard.
Her Story's open-ended search leaves some players unsure when they are done. A Steam forum user wrote that in Her Story it is up to you to decide when you are satisfied with the information found, and asked how to decide.
Brown uses this to argue that some players are lost without direction and that games should still offer goals for them, to give structure and progression.
It hides its plot in almost 300 clips that you unearth by searching for words, making you part detective, part archeologist.
Her Story hides its plot in clips you find by searching words. The plot is spread across almost 300 clips that you unearth by searching for words, which makes you part detective, part archeologist. The archive stops you watching clips in order, so you search words mentioned in clips or guess words spoken elsewhere.
Mark Brown lists it among games that hide answers in a clunky archive, so the dead ends and red herrings conceal the real answer without much authoring. He says: "You need all the dead ends and red herrings to, essentially, hide the real answer."
The archive stops you watching clips in order, so you search words mentioned in clips or guess words spoken elsewhere. Players can tag footage.
Her Story hides its plot in clips you find by searching words. The plot is spread across almost 300 clips that you unearth by searching for words, which makes you part detective, part archeologist. The archive stops you watching clips in order, so you search words mentioned in clips or guess words spoken elsewhere.
Mark Brown lists it among games that hide answers in a clunky archive, so the dead ends and red herrings conceal the real answer without much authoring. He says: "You need all the dead ends and red herrings to, essentially, hide the real answer."
Her Story lets players tag footage to track their own investigation. Players can tag clips as they search. Brown cites this as an example of note-taking tools that make investigation games easier to follow.
He groups it with Shadows of Doubt's pinboard and Hypnospace Outlaw's bookmarks, and says such tools make investigations "10 times more fun" in the case of the pinboard.
A player wrote that it is up to you to decide when you are satisfied with the information found, and the author asked how to decide. It shows some players are lost without direction.
Her Story's open-ended search leaves some players unsure when they are done. A Steam forum user wrote that in Her Story it is up to you to decide when you are satisfied with the information found, and asked how to decide.
Brown uses this to argue that some players are lost without direction and that games should still offer goals for them, to give structure and progression.
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