The bottom line
Her Story lets players explore freely through a keyword search, while the designer quietly steers them with clue-linked clips and capped search results. Letting go of the player's hand is an art of quiet nudges that guide and protect the experience.
Key takeaways
- An interview game works best when the player listens to answers instead of asking questions. 3:53
- LA Noire limits Cole Phelps to a handful of questions and three responses, which cheapens the thrill of nailing a killer.
- Barlow's 1999 game Aisle showed that unlimited freedom to say anything is impossible to deliver.
- Following clues in the testimony works better than unlocking gates. 4:48
- Testing the database with real Christopher Porco interview transcripts, Barlow saw that almost every answer came back to money.
- Searching cash-related terms led him to the life insurance motive, so he dropped his plan to lock clips behind key words.
- The opening clips link to each other through shared words, so the player builds a base of knowledge fast. 6:06
- Starting from "murder", the chain runs through Simon's murder, The Rock, Eric, Diane and Glasgow.
- A search for a knife gets a pointless clip about cutting hair, while a search for the tattoo or "Eve" pays off with five clips.
- Showing only the first five matches in chronological order hides the biggest reveals. 8:49
- The confession clips come very late among the 271 videos, so earlier harmless clips with the same words push them out of view.
- No clip is out of reach, so Barlow never breaks his own rules.
- Enigmatic clips and a tangled plot make accidental spoilers harmless and leave the why open to interpretation. 9:34
- The revealing clips only say "she" and "her", so they mean little until you know who she is.
- Two women date the same man at different times, and the game ends without an arrest or a line-up pick.
Her Story reminds us that there's an art to letting go of the player's hand. It's not just about letting them do whatever they want, and simply hoping they have a good time.
Mark Brown
Chapter summaries
0:00 A word search turns old footage into an investigation
Typing words into a clunky database makes the player the detective.
- Searching for spoken words is what drives the whole game. 0:41
- Seven interviews with Hannah Smith are cut into single answers and stored in a database called LOGIC.
- A line like I was in Glasgow then sends you off to search that word.
- Players listen for names, places and repeated motifs, then keep notes and draw timelines.
- Some paths are pointless red herrings, and others lead to useful information.
- The open question is whether the game quietly steers the player while it seems to leave them free.
2:22 Barlow turned the interview room into a listening game
| LA Noire | Aisle | Her Story | |
|---|---|---|---|
| Player does | Asks questions | Types any command | Listens to answers |
| Freedom | Few questions, 3 responses | Anything, but one command | Any word, any clip |
| Result | Cheapens the thrill | Story ends at once | Follow clues in testimony |
Barlow's interview game grew from real testimony and from reading in non-linear order.
- Games have never captured the drama of the interview room. 2:44
- Barlow left Climax Studios after Legacy of Kain: Dead Sun was cancelled three years in.
- He was drawn to TV's Homicide: Life on the Street, where the room is a gladiatorial arena.
- The showboating detective gets into the suspect's head, tears them down and tricks them into giving themselves up.
- In Ace Attorney the player is one step ahead of the interviewer, which removes the tension.
- Reading real interviews pushed the design toward listening and jumbled clips. 3:53
- Hours of real footage, such as the Jodi Arias case, suggested listening over asking.
- The jumbled structure came from J.G. Ballard's non-linear book The Atrocity Exhibition.
- Aisle let you try anything, such as pasta, dancing or singing, but you got only one command.
- The psychiatrist in Silent Hill: Shattered Memories inspired the idea of a different kind of interviewer.
- The challenge was keeping players from getting lost or skipping to the end.
- Christopher Porco was a New York student who murdered his father and tried to kill his mother.
5:52 A trail that never forces a path
Linked clips give a loose trail, and the designer rewards the guesses a player is likely to make.
- Every clip offers fresh terms, so the trail never feels like the only route. 6:30
- Barlow predicts hunches and answers the good ones with strong clips.
- A well-spotted clue feels like chasing a hot lead.
- The chain goes on past Glasgow to a clip where Eve says I told him I was pregnant.
- Eve's tattoo is often hidden behind a glass or a guitar, so noticing it is a small reward.
- He also uses guesses to disarm. Ask if Hannah has a twin and she snaps, Are you really asking me that question?
7:56 Why the big spoilers stay buried
The murder confessions can be found with everyday words, but the obvious search terms miss them.
- Revealing clips surface only through oddly general words, not the pertinent ones. 8:00
- Typing clothes, present, crazy or the game's title finds Eve describing the murder.
- Cellar, alibi or watch finds the clip about taking him down to the cellar.
- Mirror, wig, body and baby lead somewhere else.
- Eve says in the murder clip, she cut his throat clean open.
- An earlier clip hides the word "mirror" in a palindrome joke: It doesn't work if you mirror it though.
9:34 A story about why, not who
The game's real puzzle is understanding the crime, and it stays open to interpretation.
- Finding the culprit is the easy part, so the player is left with the why. 10:03
- Nobody is handcuffed and no killer is picked from a line-up.
- Understanding the crime takes many clips, and even then only a grasp of it.
- Online discussion of the game is feverish, and readings differ.
- You can build a step-by-step sequence, but can you trust the person presenting it?
- The subtext of her words and her delivery decide how much you believe.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Her Story shows how a game can give players real freedom over a story while the designer quietly steers them with search rules, clip writing and result limits. The example worth watching is the five-result, chronological search cap that keeps the biggest reveals buried until the player has the context to understand them.
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