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How The Forgotten City Creates The Perfect Mystery

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Game Maker's Toolkit17:10Open on YouTube
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The bottom line

The Forgotten City works because every part of its design is shaped around keeping the player engaged: a short intro, freedom with optional help, tightly linked quests, gated reveals, and an ending earned by effort. Together these show that narrative and gameplay must be built around each other to make a strong interactive story.

Key takeaways

Saving Fabia unlocks progress in four other leads
Because the leads are intertwined, finishing one almost always opens a new path, so the player never hits a dead end.
  • A short, guided intro gives the player everything needed to start. 3:58
    • Galerius sets up the time and place, and Sentius explains the Golden Rule and the mission, before the player gets control 4:44.
  • Freedom comes with optional guidance, so open choice does not overwhelm. 5:39
    • Sentius suggests a lead, and the player can ignore it at any point, but the lead passes through key clues and quests 6:40.
    • Early in development the game dropped players with no lead, which risked the freeze the designer saw in Outer Wilds 6:04.
  • Almost every lead links to another, so progress always opens a new path. 9:38
    • Saving Fabia in the Intruder lead helps four other leads: Democracy in Action, The Sinner, A Virtuous Man and Straight as an Arrow 10:03.
    • Characters refer to their neighbours, which makes a small community feel believable 11:06.
  • A few carefully justified gates keep the big reveals in a good order. 12:17
    • The player must identify several suspects before naming the culprit, and must learn the city's nature before the Philosopher lets them pass 12:22.
  • The best ending needs the player to help most of the citizens, so it feels earned. 13:22
    • Four plaques open the main temple, and getting them means solving nearly every mystery in the city 13:46.
    • A selfish player can finish quickly, but the ending is not satisfying 13:34.

The player should get the ending they deserve. In other words, whichever ending they get should be an emotional reward which is proportionate to the thought and effort they invested in the game.

Nick Pearce, designer and writer of The Forgotten City

Chapter summaries

0:00 Intro

One sin kills everyone, but knowledge survives each loop
Each failed loop resets the city but not the player, so every attempt starts from more than the last.

The Forgotten City is a time-loop detective game in a Roman city, and it is the original that later games resemble.

  • The premise sets a murder-proof clock on a tiny city. 0:36
    • About 20 residents live under the Golden Rule. One sin means death for everyone.
    • The player must find who is about to sin and stop them. Failing rewinds the clock, but new items and information carry over.
    • The setting is a small Roman city at the bottom of an impossibly deep chasm.
    • Galerius greets the player with the same line on every loop.
  • It predates the games it resembles. 1:31
    • It echoes Return of the Obra Dinn, Outer Wilds, Disco Elysium and Paradise Killer.
    • It is a remake of a hugely popular 2015 Skyrim mod, rebuilt in Unreal Engine as a standalone game.
    • The wonky Bethesda combat carried over from the mod is the one flaw.
    • It is on Steam, the major consoles and Game Pass.

3:24 The Forgotten City (Spoilers)

The suggested route is a path with exits at every step
Sentius's lead runs past key clues and quests, yet the player can abandon it at any point without losing the thread.

Five design choices, one per hook, each shape the story and the play around each other.

  • The intro has to answer where, what and why. 4:06
    • Sentius says that if the player stops the sin, no portal is made and they never come.
    • Pearce wants the player to feel that talking to each person will be enjoyable.
    • Pearce calls the intro "fairly linear" on purpose, to set purpose before handing over the reins.
    • Every player learns the loop and the Golden Rule first hand.
  • The guided lead is an ordinary path with exits at every step. 6:56
    • The route to the shrine passes missing-person gossip and Equitia's "Common Thread" goal.
    • Lucretia needs resin. Stealing it breaks the rule and forces a restart, but the resin stays in the pocket.
    • The player can even tell Galerius to jog on at the very start.
    • The tour hands out quests, including the two that lead to all the endings.
  • Forward progress comes from redundancy and linked quests. 8:48
    • About 20 leads, which are side quests in Skyrim terms, often start from two or more characters.
    • Malleolus's villa opens by pool, vines or bribing the guard.
    • Pearce plotted every quest and found almost all link to at least one other.
    • The result is a game as narrow as a puddle but deep as an ocean.
  • Gates protect the order of the reveals. 11:40
    • Pearce says some story beats found in the wrong order confuse or disappoint even smart players.
    • Equitia's secret waits until the player has collected several backstories.
    • Pearce knew gates cut against open-world design, so he used few.
    • The steady surprises work like a page-turner of a novel.
  • The best ending is a master plan built from good deeds. 13:54
    • The player tracks down Khabash, unseats Malleolus and helps almost every citizen.
    • On a later loop, the player makes Galerius help everyone too.
    • Time-loop films are about exploiting the loop, and this captures that feeling.
    • Pearce says the side quests suddenly come together into one elaborate coup.

15:26 Honourable Mentions

2021 brought many inventive games beyond The Forgotten City, each built on a fresh twist on a familiar genre.

  • Several 2021 games mix genres or bend time to tell a story. 15:30
    • Toodee and Topdee swaps between a 2D platformer and a top-down puzzler.
    • Unpacking turns Tetris-like placing of household items into a quiet story.
    • Before Your Eyes advances time each time the player blinks into a webcam.
    • In Unpacking, items like blouses and bog roll slowly unveil subtle story cues.
    • Before Your Eyes is a heartbreaking narrative adventure, and the player can't stay in a scene for long.
  • Other games build their design around tactics, clocks and clue reading. 15:56
    • Wildermyth slots a party of characters into randomised narrative moments in a tactical board game.
    • Unsighted is a Zelda-like with a ticking clock that forces careful use of time and currency.
    • Silicon Dreams has the player interview someone and read their demeanour to spot a robot.
    • Silicon Dreams recalls the Blade Runner interview scene.
    • Inscryption and Slipways also deserve a mention, along with many others.

In the growth library

Mark Brown (with quotes from Nick Pearce), creator of Game Maker's Toolkit, speaking with The Forgotten City's designer and writer Nick Pearce. It teaches how an open, non-linear mystery can keep players engaged and never stuck: a tight intro, optional guidance, entangled quests, gated revelations and an ending that matches the player's effort. The worked example is The Forgotten City, where one lead in a bathhouse feeds four other leads.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript213 lines
Intro 0:00
0:01

Every year, I like to dedicate my last video to one game, released in the last 12 months, that I think deserves a much closer look. A game that’s, perhaps, innovative, or bold, or just absurdly smart. For 2021, there were plenty of games I could have picked - honourable mentions later on - but there was one game that I really wanted to dive into. It’s called… The Forgotten City. Now, as usual, I’ll give you the elevator pitch, and then give you a chance to ditch this video and go play the game for yourself before I spoil the whole thing. Sound good?

0:36

Right, so The Forgotten City is a time-travelling detective game, set in a teeny Roman city at the bottom of an impossibly deep chasm. GALERIUS: “Uh… Salve friend. I’m Galerius” The 20-odd residents of this place all live under “The Golden Rule”, which basically says: if one person commits a sin, then the entire population will be punished. By death. Your job is to figure out who is about to break the golden rule - and stop them before they do it.

1:05

You’re given free rein to crack the case: so you can wander the streets, talk to citizens, find leads and rumours and clues, and piece together the answer by yourself. But if you fail to find the culprit, you’ll have to rewind the clock and start from scratch. GALERIUS: “Uh… Salve friend”. Though, now with new items and information that might help you out on the next loop… Now, you might be thinking that this whole thing sounds a tad familiar.

1:31

Going back in time to solve crimes? That’s a bit Return of the Obra Dinn, isn’t it? And how about piecing together information while trapped in a time loop? That’s very Outer Wilds. And what about interviewing the citizens of a small city to find a culprit? A bit Disco Elysium, and it also strongly reminds me of last year’s Paradise Killer. And, yeah, you’d be right to think that. Except, The Forgotten City actually predates all of those games. You see, this is actually a shiny remake of an uber popular Skyrim mod - of all things - from way back in 2015. It’s just been completely overhauled and turned into a standalone game, courtesy of Unreal Engine.

2:11

But what came first is not actually all that important - because what impresses me the most about The Forgotten City isn’t so much what it’s doing - but how it’s doing it. This is a game that instantly grabbed my attention. It’s a game where I felt a really strong sense of freedom - but without feeling overwhelmed by options. It’s a game where I was always making forward progress, without dead ends or missed clues. And a game that kept giving me surprises and revelations… up until its satisfying ending.

2:42

With one notable exception - did we really need to bring wonky Bethesda combat over from the mod? - uh, with that exception, this is a fantastic piece of interactive storytelling. And it was swirling around my head for days and days after I finished it, as I tried to figure out how the designers pulled it all off. So, if that sounds interesting to you - this is your chance to go get the game and play it. It’s on Steam, and all the major consoles, and its also on Game Pass as of this video’s release.

3:13

If you haven’t finished it and want to check it - now is your time to leave. After the break, we’ll dive deep into the game’s design.

The Forgotten City (Spoilers) 3:24
3:25

Okay, welcome back! So, as I said in the intro, The Forgotten City held me rapt and engaged in five key ways: an instantly engaging intro. A high degree of agency - without being overwhelming. Constant forward progression. Surprises and revelations. And a satisfying ending. I wanted to know how it pulled all of these things off - so I played it again. And I watched some Let’s Players tackle the game on YouTube. And I also reached out to the game’s designer and writer, Nick Pearce, to find out more. So I’ll be quoting him throughout the video.

4:01

Let’s start with the game’s opening moments. A high concept game like this one has a lot to accomplish in its opening hour-or-so. It needs to ensure that the player understands where they are, what they’re doing, and - importantly - why they’re doing it. A strong introduction will leave players informed - but intrigued to learn more. And clear on their goal - while being motivated to accomplish it. So, Nick says “I carefully designed the introductory sequence - which is fairly linear - to include just the right amount of world-building and story set-up that [the player’s] purpose is clear, before handing over the story's reins”.

4:38

As such, as soon as we set foot in the city, we’re given a guided tour of the game’s world, events, and key characters. We meet Galerius, who tells us about the time period, the city, and teases some important gossip about an upcoming election. Then, we meet Sentius, who explains the golden rule, gives us our mission, and explains why we should care. SENTIUS: “If you manage to prevent the sin that breaks The Golden Rule, I won’t need to bring you here, I won’t create the portal, and you will never have been able to come here”.

5:11

At this point, says Nick, “I've given [players] the minimum amount of information to get them to the point where they're intrigued to find out more, they're motivated to want to help these people, they understand that helping these people is the only way to help themselves, and [that] talking to each of these people is going to be enjoyable”. So this is a great example of efficiency in introducing a game. In a very short period of time you have everything you need to start playing.

5:38

Okay, let’s talk about how The Forgotten City gives you freedom - without overwhelming the player. So, now it’s up to you to solve the mystery at the heart of the game. And how you go about it, is really up to you - this is a remarkably non-linear game, where you are free to work through the tangled web of leads and rumours however you like. It’s your choice who you speak to, where you explore, and what threads you pull on.

6:04

And while the game was still early in development, this is exactly what would happen after the introduction. Sentius would give you your mission - and then completely leave you to it, signalling that the guided tour was now over and it’s up to you to pick the next path. But, Nick understood that some players might need a helping hand. It can be overwhelming and immobilising to suddenly give players such a large amount of freedom.

6:30

Like - I adore Outer Wilds, but I have to admit that I totally bounced off the game at first because I was just overloaded with planets and people and dead ends and clues! Argh! So, Nick had Sentius give the player a lead: SENTIUS: “Oh, and one last thing. If I were you I’d start my investigation by visiting Lucretia at the shrine of Apollo, in the Forum". And this is a very smart way to start the player’s investigation.

6:56

You see, if you head towards the shrine, you’ll actually stumble upon a couple key bits of info along the way. These bickering palace guards talk about Sentilla going missing. And on the steps up to the shrine, we may be inclined to talk to Equitia, who gives us another hugely important goal - “The Common Thread”. But let’s keep going to the Shrine of Apollo. There, Lucretia will tell you that her patient has died - but could have been saved with resin. Which is being withheld by a chap called Desius.

7:26

Because we can’t afford the resin, the game gives you a different goal: steal it. Which, naturally, breaks The Golden Rule, forcing you to restart the loop. But, hey, you’ve still got the resin in your pocket. Maybe you should give that to the doctor? Now, at any point along this entire path we can leave and investigate for ourselves. We can ignore Sentius’s lead and head in another direction. We can, maybe, forget the Shrine of Apollo and do Equitia’s task instead. In fact, we can even tell Galerius to jog on right at the very beginning.

8:01

The point is - if we prefer to explore for ourselves, the game gives us really obvious off-ramps where we can ditch the guided tour and play however we want. But if we’re feeling overwhelmed, the game puts us on a rollercoaster tour that presents us with some key information that will help us out. We get given a bunch of different quests, including the two that essentially lead to all of the game’s different endings. And we get to see first hand how the Golden Rule and time loop systems work.

8:30

So it’s a good reminder that some players want to investigate and think for themselves, and the game supports that entirely. But others may find this level of freedom overwhelming and confusing, so the game provides a helping hand. It’s up to the player how much they want to follow orders… or rebel. Next up - I talked about how I made constant forward progression in The Forgotten City - without repeatedly stumbling into dead ends and missed clues. So how does that work?

8:58

Well, it’s important to look at the underlying structure of The Forgotten City, which is 20-or-so… well, in Skyrim parlance they’d be side quests. But the game calls them leads. They’re rumours and requests that may advance your investigation. For starters, there are often multiple ways to hear about these leads. Two or more characters may give you the same clue to get you started. And, likewise, there are often multiple ways to advance these quests - like, to get into Malleolus’s villa, you can jump into the pool, climb these vines, or bribe the guard.

9:31

It’s harder to miss a vital clue or hit a dead end when there are multiple opportunities to start and finish these quests. But I think the really smart thing is how all of these leads are actually completely intertwined. Let me give you an example. The assassin in the bathhouse. When you first meet him, Fabia is crushed by rocks, and the assassin tells you about a traitor with mismatched eyes… before shooting you with an arrow and triggering a new loop.

9:58

Now you can go back, save Fabia, lead the assassin into the trap, and steal his bow. So working though this one lead, Intruder, actually helps you with a bunch of other leads - the clue about the traitor helps you unseat Malleolus in Democracy in Action. Fabia helps you find Vergil’s bully in The Sinner. Saving Fabia will convince Georgius to change his vote in A Virtuous Man. And the assassin’s bow completes the lead Straight as an Arrow.

10:25

One lead contributes to four other leads. And this is not the only time it happens - in fact, I plotted out all the quests in the game and discovered that almost every single lead is linked to at least one other lead, in some fashion. And so the upshot of all this is that whenever you make progress in the game, it naturally and organically helps you somewhere else - either by starting, progressing, or finishing another lead. It’s not like you finish a self-contained quest in an RPG and then don’t know what to do next - that quest just gave you a whole bunch of new paths to follow.

11:02

There’s another benefit to this, also: a sense of immersion and believability. Nick says “In real communities, especially small ones like this, everyone knows everyone, and they're all up in each other's business. So in The Forgotten City, I made sure that each character refers to their neighbours as often as is natural”. “The alternative - and this is something you commonly see in big open world games - is characters just exist side by side as a series of disconnected individuals.

11:30

It makes the world feel shallow”. The Forgotten City, by comparison, is that age-old dream of a game that’s as narrow as a puddle but deep as an ocean. Okay. Next. I talked about how the game kept giving me a steady stream of revelations and surprises. And this is impressive, because of the game’s non-linear design. As Nick says, “Generally, players are very good at piecing together elements of a story to build an understanding of the bigger picture. However, there are certain story building blocks, or beats, which - if found in the wrong order - would make even the most intelligent players confused or disappointed. For example, where they ruined the setup for certain revelations, or made the pacing feel abrupt.”

12:13

So while the game does offer a huge amount of freedom, the designer smartly introduced “gates” to withhold certain things until the player has met some preconditions. Like, you can’t tell Sentius who you think the culprit is without first identifying a handful of suspects. And Equitia won’t reveal the city’s true nature until you’ve gathered the backstories from a number of characters. And the Philosopher in the underground tunnels won’t let you pass until you know that true nature. And so on.

12:42

Now, Nick says that “I was always conscious that gates run at cross-purposes to the game's open-world design philosophy,” so decided to use them sparingly and carefully justified them in the narrative. But the benefit of these gates is that the game doesn’t show all its cards at once. Instead, it gives you a steady stream of surprises: the true nature of the city, the history of the city, the culprit behind The Golden Rule, and so on. And, like a good page-turner of a novel, these frequent mysteries and revelations keep you engaged in the story and wanting to find out what happens next.

13:16

All the way up… to the game’s ending. Or endings - there are actually multiple ways to finish the game. For this, Nick says “the player should get the ending they deserve. In other words, whichever ending they get should be an emotional reward which is proportionate to the thought and effort they invested in the game.” So you can get an ending pretty quickly if you’re selfish, but it’s not gonna feel great. To get the most satisfying ending, then, you’ll need to have become truly invested in the game and helped out almost all of its characters.

13:46

And that’s where Nick employed another gate: you need the four plaques to open up the main temple, and getting them all means solving pretty much every mystery in the city. You’ll need to track down Khabash, unseat Malleolus, and figure out how to help pretty much every citizen. And then, on a later loop, you’ve got to make Galerius help out pretty much everyone citizen. Which is pretty enjoyable to mastermind. Time loop movies are often about exploiting the loop, becoming empowered, and having fun with it - and The Forgotten City captures that sensation really well.

14:18

As Nick says, piecing together this whole thing “feels satisfying because you're helping characters you really feel for, and it's a fun surprise when everything falls into place, and you realise that all the good deeds you've done up until now - which initially seemed like disconnected "side quests" - suddenly come together to help you pull off this elaborate coup.” So, there we have it. The Forgotten City instantly piques our interest with an efficiently designed intro.

14:45

It provides a huge amount of freedom, but gives some optional help if that’s too overwhelming. By tightly entangling its many sidequests, it means there’s always something to do. By gating off key information, you’re not going to spoil the story in the first five seconds. And because the true ending is dependent on you helping out most of the town-folk, the finale is - if not a little schmaltzy - very satisfying. This is the mark of a very smart storyteller, who understands how narrative and gameplay must be shaped by one another to create a strong story.

15:19

Which is why The Forgotten City is easily one of the best games I played in 2021.

Honourable Mentions 15:26
15:26

Okay, so here’s some honourable mentions. Lightning round, let’s go! Toodee and Topdee is a dimension-flipping genre mash-up where you swap between a 2D platformer and a top-down puzzler to overcome challenges. Unpacking is a house moving simulator where the satisfying Tetris-like gameplay of plopping down blouses and bog roll slowly unveils subtle story cues. Before Your Eyes is a heartbreaking narrative adventure where you can’t stick around for long because time advances every time you blink into your webcam.

15:56

Wildermyth is a tactical board game where your party of characters are slotted into a big bucket of randomised narrative moments. Unsighted is an all-round excellent Zelda-like adventure game, with a nasty ticking clock system that forces you to spend your time - and currency - wisely. And Silicon Dreams is that bit from Blade Runner where you interview someone and look for subtle clues in their demeanour to figure out if they’re a robot or not.

16:22

It’s been a good year for inventive games! I haven’t even talked about Inscryption and Slipways and all the others worth mentioning. And I think that’s the fun thing about covering games - it’s such a fast-moving industry, with so much innovation and creativity every single year. I can’t wait to see what incredible treats we’ll get in 2022. See you in January.