[HN Gopher] Deduction Mechanics in Games
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       Deduction Mechanics in Games
        
       Author : sebg
       Score  : 53 points
       Date   : 2021-12-20 05:18 UTC (17 hours ago)
        
 (HTM) web link (medium.com)
 (TXT) w3m dump (medium.com)
        
       | Akronymus wrote:
       | This reads more like a wish list rather than analyzing how
       | different games do it in different ways, which the title made me
       | expect.
        
       | gampleman wrote:
       | My far most pleasurable experience is with the Ace Attorney
       | series of games, which I think achieves it by the courtroom
       | simulation.
        
       | frodorf wrote:
       | Probably the best (and only one) I've encountered is the
       | Painscreek Killings - a little known gem that I've been pestering
       | my friends to try out. The only system it uses is the old Unity
       | style first-person "interact with item in environment to read
       | note or pick up key" mechanic. However, the design is intricately
       | laid out so that only by making a conclusion in your head, you
       | know where next to go in the small, but sufficient open world
       | town the game takes place in. I think more detective games would
       | benefit by taking inspiration from that game.
        
       | mikotodomo wrote:
       | Wow this is like how in Genshin Impact, a character tells you to
       | go find an item that you already have and when you talk to him
       | again 5 seconds later, he says "woooow you found it after so
       | long! you must have travelled far!".
        
       | YeGoblynQueenne wrote:
       | >> I've been thinking recently about detective games, and in
       | particular, the "deduction mechanic" -- the gameplay system of
       | linking "facts" together to produce a new and interesting
       | conclusions that forward the story.
       | 
       | Pedant's corner: deriving new facts from known facts is logical
       | _abduction_ , not decudtion.
       | 
       | The way that Sherlock reasons is abductive reasoning, although he
       | calls it deduction:
       | 
       | https://en.wikipedia.org/wiki/Abductive_reasoning#A_Theory_o...
       | 
       | I guess the term never really caught on in the popular language.
        
         | scollet wrote:
         | I believe this is why Doyle was so compelling.
         | 
         | Write the story backwards and read it forwards. You get the
         | illusory effect with no effort.
        
       | ajuc wrote:
       | I've been writing a simple 2d arcade rpg a few years ago. I
       | created a simple graph language for creating quests and started
       | to design the system for specifying arbitrary quest conditions.
       | 
       | It started from simple things like "has player killed a monster
       | of type X", "does player have item Y in inventory", "was the
       | actor X in place Y already", "have player talked to actor Z about
       | Q".
       | 
       | But then I thought it would be cool to add metainformation. "Have
       | actor X seen player killing the monster Y". "Have any actor seen
       | player talking about Q". "is there a chain of actors meeting each
       | other from the actor that seen player killing actor X to the
       | quest giver".
       | 
       | I tried to implement this naively and it turns out the amount of
       | information is astounding. To the point that I'm still amazed our
       | brains can do this.
        
         | andrewflnr wrote:
         | It sounds like you accidentally started writing a logic
         | programming language.
        
           | mst wrote:
           | This really sounds like the sort of thing that'd be fun to
           | implement in https://logtalk.org/ specifically.
        
         | adamrezich wrote:
         | I was working on something just like this myself as a prototype
         | for a kind of "immersive sim" detective game, and experienced
         | the exact same thing. I still really like the idea and hope to
         | return to it someday, but yeah, it's harder to model stuff like
         | that than one would intuit.
        
           | scollet wrote:
           | That's funny you both had the same natural ideation.
           | 
           | I had the same but for the morality/social system of an
           | apocalyptic im-sim.
           | 
           | I did some notebook sketching and quickly progressed into
           | capsnet territory so I shelved it :(
        
         | trun wrote:
         | Something similar was described in this GDC talk which you may
         | find interesting https://www.youtube.com/watch?v=HZft_U4Fc-U
        
       | vbphprubyjsgo wrote:
       | RPG games are terrible, invalid engineering. Insufferable
       | garbage. They are about as fun as watching ads on 90s television,
       | which is admittedly possibly better than staring at a brick wall.
       | You will never have an RPG where it feels like you're playing the
       | "Role", because what you are really doing is trying to walk in
       | the right spot to trigger a switch. You will always see one way
       | to "solve" a "problem" in any given situation that was just
       | story-told to you, but the author preconceived a finite set of
       | solutions (i.e., one) for you that can only be expressed by
       | stepping in a certain coordinate bound. And this is just the tip
       | of the iceberg concerning a real RPG. Most add all kinds of
       | useless crap on top of this: like leveling systems, grinding, and
       | purchasing things to make your weapon better (not even talking
       | about microtransactions. I mean getting 100 gold to get item x to
       | get item y to get a weapon you need to get to the next area). If
       | a game needs to be so cluttered with emulating an open world with
       | all kinds of details (in practice, these will all be thinly-
       | veield consumeristic nonsense like getting a flower to use to
       | craft or trade), it better be an Epic, and took multiple decades
       | to create, not every single game a studio churns out every year.
       | If it is not worth your time to build an actual interesting open
       | world with an actual meaning (aside from consume product) behind
       | the entities in said world, it's not worth my time to explore it;
       | i will skip through everything, installing hack to skip forced
       | dialog, etc, like every other game.
        
         | jandrese wrote:
         | I see you have never played Nethack.
         | 
         | Granted, in Nethack you "Role Play" as a murderhobo, so it's
         | not quite the narrative focus you are looking for, but if you
         | want multiple ways to solve problems it has an incredible
         | amount of player fuckery built in from decades of development.
        
           | vbphprubyjsgo wrote:
           | I prefer FPS and side scrollers. I don't play RPGs for the
           | role playing, but I do notice that the role playing is
           | implemented incredibly poorly.
        
             | crooked-v wrote:
             | That really depends on what specific game you're looking
             | at.
        
         | scollet wrote:
         | Minecraft is pretty good.
        
         | ajuc wrote:
         | Try tabletop RPGs. They solve your main issue.
        
           | vbphprubyjsgo wrote:
           | Those are not video games.
        
             | tantalor wrote:
             | Who said anything about video games?
        
             | squeaky-clean wrote:
             | You said RPGs, not CRPGs
        
       | ehnto wrote:
       | I think you need the "Aha" moments to let you complete some task,
       | or lead you to some place, or interact with some thing, whilst
       | still hiding enough information to keep you curious. That way the
       | moments of deduction are exciting because it lets you progress
       | the story, and gets you closer to the final deduction.
       | 
       | For games with a grander theme like a whodunit, I think it's
       | totally reasonable to have that just be revealed at the end, and
       | if you got it right you can pat yourself on the back. Books and
       | movies are no different, sometimes you figure it out before the
       | book tells you what it was and you get to have a cheeky grin on
       | your face when it turns out you were right, but that's all. If
       | you really must gamify it, you could have your character accuse
       | people, and if they get it wrong the cutscene shows who did it
       | getting away or what have you.
       | 
       | I feel The Occupation meets the authors requirements. You play
       | the role of a journalist trying to figure out what happened in a
       | bureaucratic scandal, wandering through beautifully atmospheric
       | old institutional buildings collecting documents and clues. There
       | is a lot of freeform deduction and you will definitely not get
       | everything on the first playthrough as some things you won't even
       | realize you were looking for, unless you made those freeform
       | deductions and knew to look for those clues or documents.
       | 
       | They do a great job of gamifying knowledge through meetings and
       | interviews you have with different characters, and if you don't
       | have the right bits of information then you simply don't have
       | those questions to ask, and can't pick the right answers, and you
       | get less information back out of the person.
        
       | jawns wrote:
       | A few years ago, I became curious about whether it's possible to
       | write code that generates logical-deduction puzzles.
       | 
       | It turns out, you can -- and you can also write code that solves
       | them.
       | 
       | I wrote about the experience here, using the "Cheryl's Birthday"
       | brain teaser as inspiration to create a murder mystery:
       | 
       | https://github.com/shaungallagher/cheryls-murder/blob/master...
       | 
       | The code is a bit convoluted -- it was hastily written during a
       | Hack Days event -- but it's fun to see the end result!
        
         | kelseyfrog wrote:
         | The Search for Planet X[1] is a board game where players solve
         | what amounts to a logic puzzle. The puzzle is generated
         | procedurally and shared via seed amongst the players. The
         | players then interact with an app to extract facts or
         | constraints, keeping track of their own information as well as
         | other players' queries in order to derive the game
         | terminating[2] fact (the location of planet X). The game is, of
         | course, deciding which new facts or constraints to learn.
         | 
         | 1. (2020) https://boardgamegeek.com/boardgame/279537/search-
         | planet-x
         | 
         | 2. Among other ways to win points within the game
        
           | DylanSp wrote:
           | I got that on Kickstarter, still haven't played it yet,
           | though.
           | 
           | I _have_ played and enjoyed Alchemists, another board game
           | that involves deduction, though with other complex mechanics
           | involved, and pure deduction won't necessarily win you the
           | game.
        
       | seanwilson wrote:
       | Are there any good detective games based around interrogating a
       | suspect where you're given a decent amount of freedom in what you
       | can say/ask over fixed dialogue trees?
       | 
       | Her Story can be viewed as something like this in a limited form,
       | where there's a satisfying enough reason for the limitations.
       | 
       | Return of the Obra Dinn was awesome. Like Her Story, the
       | deduction goes on in your own head or on paper in contrast to
       | e.g. an unnatural UI that shows a nodes/lines diagram of facts
       | where you're joining facts together to prove you know what's
       | going on.
        
         | rcfox wrote:
         | Disco Elysium - lots of dialogue trees and people to
         | interrogate. Saying every possible thing is usually a bad idea.
         | 
         | Orwell - not so much about direct interrogation, but you
         | essentially play Big Brother and feed investigators information
         | you find from their Internet activity. What information you
         | pass along or withhold can drastically sway the outcomes.
         | 
         | Consortium - first-person game where you're investigating a
         | murder on a plane. (kinda feels more like a spaceship from Star
         | Trek.) There's some actiony shooting as well, but it can mostly
         | be avoided and isn't the focus.
        
       | SQueeeeeL wrote:
       | I think the critique of Return of the Obra Dinn is flawed. The
       | game only seeks two pieces of information for every crew member,
       | but in actuality, you need to crack out a paper and pencil and
       | start "investigating" to get this information without brute
       | forcing the game's mechanics. By asking less of the player it
       | actually provides very rich deductive experience, unlike any
       | other detective game I've experienced.
        
         | SolarNet wrote:
         | I feel like that was the point the author was making:
         | 
         | > Obra Dinn achieves this by the simplest mechanism
        
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       (page generated 2021-12-20 23:01 UTC)