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A Question Of Agency?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8171549" data-attributes="member: 82106"><p>Yes, but there are difficulties. The 'walls' of this 'maze' are invisible, which is a big problem. I have a section in my 'classic dungeon' where there is a whole sub-level with invisible walls (they also shock you if you touch them, just to be even meaner). Nobody gets through that. Trying to navigate that stuff is just super nasty. There are almost no landmarks, it is hard to orient, even if you invent some tricks to (partially) map it. A mystery of this sort of similar. Nobody knows where any clue really leads. At best you must be VERY VERY specific and spell everything out in great detail. This was not so needed in Doyle's writing because most of the things described tied in to common knowledge people had. If Holmes found a clue, people could interpret it, at least to some degree. Of course, if the game is set in a modern 'real world' type setting, then this helps a lot here!</p><p></p><p>'sub-mysteries' I agree would give a sense of progress. So a mystery that was, perhaps, an intricate conspiracy, where it is revealed in layers, would be a good design. I feel like we're getting into some very elaborate game scenarios though, which are hard to actually implement.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8171549, member: 82106"] Yes, but there are difficulties. The 'walls' of this 'maze' are invisible, which is a big problem. I have a section in my 'classic dungeon' where there is a whole sub-level with invisible walls (they also shock you if you touch them, just to be even meaner). Nobody gets through that. Trying to navigate that stuff is just super nasty. There are almost no landmarks, it is hard to orient, even if you invent some tricks to (partially) map it. A mystery of this sort of similar. Nobody knows where any clue really leads. At best you must be VERY VERY specific and spell everything out in great detail. This was not so needed in Doyle's writing because most of the things described tied in to common knowledge people had. If Holmes found a clue, people could interpret it, at least to some degree. Of course, if the game is set in a modern 'real world' type setting, then this helps a lot here! 'sub-mysteries' I agree would give a sense of progress. So a mystery that was, perhaps, an intricate conspiracy, where it is revealed in layers, would be a good design. I feel like we're getting into some very elaborate game scenarios though, which are hard to actually implement. [/QUOTE]
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