@Lord of Riva:
Hu, schätze jetzt kann ich das auch auf Englisch weiterführen, wenn schon der Startpost in Englisch ist xD
I'm afraid I'll have to reach a bit to answer that:Zitat
I'm trying to transport the general experience of (actively) reading a detective novel into a video game format. Challenging the reader is one of the core principles of Golden Age crime fiction, but books are by definition not an interactive medium. The reader watches - through the narrator - the detective gather the necessary clues and gets the chance to draw their own conclusions right before the author announces the solution (through the detective, usually). However, whatever the reader comes up with has no impact and is not acknowledged by anyone.
Now for crime fiction games, most developers put the player in the detective's shoes and simply let them gather the clues by solving puzzles or mini games. But where's the challenge in that? That way, you lose out on competing against the detective and - considering how these games are usually constructed - you just gather the clues while watching conclusions unfold automatically while the story progresses. It's no longer "Can you find the solution?" but rather "Can you endure minor obstacles while finding the clues and watch the character solve the crime for you?" This holds true both for walking simulators as well, in my experience.
So what I'm trying to do is to force the player to collect clues, but also to actually have them think about them. If all they do is to run mindlessly from one objective to the next, collecting evidence and testimonies, but without forming their own theories, then I don't think they should reach the "true end" (to adopt visual novel terminology for a bit). That's not (for me) what crime fiction is about.
Coming back to your question: I'm not sure how to put it into words (also, I've never played Cluedo): It's not a stereotypical RPG since it's lacking the fighting, leveling, etc. systems, but it's not as passive as a walking simulator. You experience the story through Robert Langsdale, use him to gather clues and have to actively keep track of what's going on (that's what the notebook is for, btw - those notes will have be written entirely by the player, or else it simply stays blank). If you miss crucial evidence or take everything at face value, you probably won't be able to figure out what's going on and neither be able to present your point of view, nor evaluate whatever theories the in-game characters may come up with.
As for how exactly the player will be asked to provide their theories, I'd rather not say at the moment, since I still have various ideas on how to implement that.
Sorry for the wall of text, if you weren't interested in all of that and just asking about "Will I control a character RPG style on an actual map?": Yes, I'm just not done with the tileset yet
No idea. For now, I'm just trying to make a crime story I'd enjoy while getting used to the engine. However, I'm also open of course to international players. Regarding commercialization, I can't say yet, but there are no plans right now along that line.Zitat
@Wonderwanda:
Wenn ich schon Literatur zitiere, dann auch richtig![]()