A detective game where cases are solved using a phone book and newspapers.
Gcreator of Game Maker's Toolkit testThe 3 Types of Detective Game
Gcreator of Game Maker's Toolkit testWhat Makes a Good Detective Game?Sherlock Holmes: Consulting Detective hides the right leads among red herrings in a London directory of about 200 entries, plus newspapers, so players choose where to investigate. It ends with a courtroom pick of murderer and motive. Lesson: let players pick their own leads from a noisy database, and make them prove the solution at the end.
From Sherlock Holmes: Consulting Detective game design
Sherlock Holmes: Consulting Detective hides the real leads among red herrings in a directory. Players get a physical newspaper and a directory of about 200 London entries. They have to work out which people and places matter from the articles and video clips. Visiting an irrelevant address just plays a canned video.
Investigation games need lots of dead ends to hide the real answer, and those are expensive to author. A phone book-style directory supplies them cheaply. Quote: "The idea is to hide the relevant names in a sea of red herrings."
The game ends in a courtroom where players pick the murderer and motive. Players choose from multiple-choice options only once they feel confident in their knowledge. Placing the multiple choice at the very end makes it work as a tense final test rather than a guess along the way.
The courtroom finale is one way to make players prove the solution, rather than just stumble on it.
It hides the real addresses among red herrings in a phone book.
Sherlock Holmes: Consulting Detective hides the real leads among red herrings in a directory. Players get a physical newspaper and a directory of about 200 London entries. They have to work out which people and places matter from the articles and video clips. Visiting an irrelevant address just plays a canned video.
Investigation games need lots of dead ends to hide the real answer, and those are expensive to author. A phone book-style directory supplies them cheaply. Quote: "The idea is to hide the relevant names in a sea of red herrings."
Hides the right leads among red herrings in a directory of about 200 entries. It ends with a courtroom pick of the murderer and motive, a tense multiple choice test.
Sherlock Holmes: Consulting Detective hides the real leads among red herrings in a directory. Players get a physical newspaper and a directory of about 200 London entries. They have to work out which people and places matter from the articles and video clips. Visiting an irrelevant address just plays a canned video.
Investigation games need lots of dead ends to hide the real answer, and those are expensive to author. A phone book-style directory supplies them cheaply. Quote: "The idea is to hide the relevant names in a sea of red herrings."
The game ends in a courtroom where players pick the murderer and motive. Players choose from multiple-choice options only once they feel confident in their knowledge. Placing the multiple choice at the very end makes it work as a tense final test rather than a guess along the way.
The courtroom finale is one way to make players prove the solution, rather than just stumble on it.
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