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Every year, I like to close things off by
talking about the most interesting game I
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played in the last 12 months.
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It might be not the best game, but it’s
definitely the most innovative, the most daring,
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and the game that’s most unlike anything
I’ve played before.
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For 2018 I could have picked titles like Into
the Breach, Florence, and Minit - but who
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am I kidding?
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I had to go with Lucas Pope’s incredible
detective game, Return of the Obra Dinn.
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So here’s how the game works.
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You’re an insurance agent in 1807 and you’re
on a merchant ship where all 60 of its crew
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members have died or disappeared.
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Your job is to figure out their fates.
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To do this, you have a magic pocket watch
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a corpse... this happens.
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You get a bit of dialogue...
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UNKNOWN VOICE: “Captain! Open the door…”
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And then you get a static scene from the very
moment that person died.
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The game then asks you two questions.
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Who is this person?
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And how did they die?
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How this chap died is pretty obvious.
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He got shot.
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And I think we can safely assume that he was
shot by the captain.
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In Return of the Obra Dinn, figuring out how
people died is rarely a huge challenge.
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The tricky part is figuring out who they are.
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And right now, we just don’t know.
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So we move on, and find another skeleton.
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This time, it’s the captain’s.
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And before blowing his brains out, he says...
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CAPTAIN: “Abigail. Your brother. I shot him dead."
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Well, that’s more like it!
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We’ve got something to go on now.
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So, what do we know about Abigail?
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Well, she was the captain’s wife - hence
the surname.
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But she also kept her maiden name, which she
would share with her brother… who must be
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William Hoscut!
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And so if the Captain shot Abigail’s brother,
this must be William Hoscut.
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Okay that’s about as much I want to spoil the
game.
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If you haven’t played Obra Dinn yet and
you think it looks cool - please shut this
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video off and go grab the game.
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Otherwise, let’s move on.
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So this is Return of the Obra Dinn in a nutshell.
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The game has about 50 of these death vignettes,
and the game is essentially about cross-referencing
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information, as one person’s identity can
often only be found by looking for clues in
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another person’s vignette - turning these
scenes into a massive matrix of data.
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But it’s not as easy as that, of course.
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The information you find is merely a clue
and you must perform some clever deductive
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reasoning on it to find the real answer.
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Take the three midshipsmen, for example.
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In this vignette, an unknown man says…
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UNKOWN VOICE: “Tell Pete’s mother, I...
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I tried my best… to pull him back... to
save him."
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In a previous vignette, this same man is seen
holding the rope when another bloke is blown up.
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So that unlucky sod is probably the only Pete
on the crew - Peter Milroy.
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In another vignette, a man says
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UNKNOWN VOICE: “Never been on a farm, Charlie?"
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UNKNOWN VOICE: “Mind your shoes now"
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referring to this chap, who’s currently puking on his shoes.
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There are two Charles on the crew - but this
one’s wearing the same midshipsman’s uniform
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as Peter, making him most likely to be Charles
Hershtik.
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And so with Peter and Charles named, through
the process of elimination we can name the
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third and final midshipsman, Thomas Lanke.
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As you can see, we used a number of different
factors to deduce their identities - dialogue,
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uniforms, the timeline of events, and process
of elimination.
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But Lucas uses pretty much every possible
method of concealing information.
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Including accents, their location on the map,
relationships, names, these numbers on these
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hammocks, and props - like Omid Gul’s sword
or Emily Jackson’s wedding ring.
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When you think you have sorted out someone’s
identity and fate, Obra Dinn is very clever about how
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it asks you for your answer.
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In my video about detective games, I talked
about how these titles often give away the
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solution by giving the player a question and
some answers to pick from.
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In a lot of these games, the question and
answers can prompt the player, or put them
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onto a line of thinking they weren’t previously
on, or just let the player guess the answer.
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Obra Dinn does have multiple choices, but
sidesteps these issues in three smart ways.
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One, is that there’s only ever two questions.
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And they’re the same for everyone on board.
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Who are they, and what is their fate?
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You never have to explain your reasoning or
answer follow-up questions.
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Two, is that you have a huge number of answers
to pick from.
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Who are they has 60 possible answers.
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And how did they die has a huge list - like
shot, stabbed, electrocuted, exploded, and
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so on.
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Sometimes with additional info like who shot
them, or what crushed them.
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That’s way too many to guess, and too many to
prompt you with a possible answer.
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And three, is that the game won’t immediately
tell you if you were right or wrong.
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It will only do so when you get three answers
right.
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This does takes away from that immediate satisfaction
of getting a correct answer, but it’s there
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to make it very difficult to brute force your
way through the game by just guessing fates
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until you get it right.
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If you are struggling, Lucas also thought
carefully about how much the game should help
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you with figuring things out.
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So, the crew’s faces are blurred out until
the game knows you have enough information
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to figure things out.
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These triangles tell you the difficulty level
of any particular fate.
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There are no road blocks - you can just keep
playing without identifying anyone.
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And even finish the game with unfinished answers.
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Plus, the game accepts multiple answers in
certain ambiguous situations, and sometimes
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has multiple sources for a person’s identity
or fate.
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So we have a game where 60 people disappeared
in unique and interesting ways.
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And they gave cryptic clues about each other’s
identities at the exact moment of their death.
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And now you have to use a fantasy pocket watch
to go back to the moment each person died.
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To fill in a book that magically knows when
you get three answers right.
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I don’t think you would be off the mark
if you described this whole system as contrived.
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Which actually reminds me of another game
I highlighted in my end of year wrap-up: the
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search engine detective game, Her Story.
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So in this game, a detective has apparently
cut up a woman’s testimony into about 800
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unlabelled video clips.
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They’ve removed the actual questions that
the detectives asked her.
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And when you search for clips, you can only
see the first five results.
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This is a bad computer system.
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Whoever made this should be fired.
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It’s silly, and like Obra Dinn: it’s contrived.
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But here’s the thing.
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Many detective games try to capture reality.
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Or at least, a fictional version of that reality.
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Games like LA Noire and the Sherlock games
aim for realism, and try to make game mechanics
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out of actual crime fighting processes like
talking to witnesses and making deductions.
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But this must always come with limitations.
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For example, you can’t have a system where
you can ask a witness any question you like.
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Artificial intelligence isn’t quite there
yet.
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So the game picks a few questions for you.
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And it picks who you can talk to.
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And where you can go.
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And what items you can pick up.
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And it turns complex logical reasoning into
a simple multiple choice question.
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In these games, real world processes naturally
get automated and made abstract - but in ways
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that take power away from the player, often
leading to that feeling, I’ve described,
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of being more like Watson than Sherlock.
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On the contrary, the worlds of Obra Dinn and
Her Story are not trying to be realistic.
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Instead, they have stories, gameplay systems,
and means of interaction that exist purely
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for the purposes of allowing for deductive
reasoning - without taking power from the
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player’s hands.
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So neither game has to worry about letting
the player ask questions of a witness because
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either the testimony has already been recorded
years ago, or everyone’s already dead.
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And you can’t travel anywhere you like when
you’re stuck in front of a computer, or
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trapped on a boat
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Plus, your interaction with the games is limited
to typing in search commands or picking identities
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from a drop-down.
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And the narratives of the two games are not
novels or movie scripts that have been turned
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into games, but ones purely designed to fit
the systems of the game.
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Which wasn’t always easy, with Obra Dinn
designer Lucas Pope telling RPS “people
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have to be dying left and right, and you need
a reason for people to be dying constantly.
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And that's sort of unusual, people don't generally
die all the time.
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Getting that working with the story in a way
that the player can understand took a long time".
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But it worked. Obra Dinn is an incredible experience.
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It’s the sort of game that you’ll play
with a pad full of notes, making timelines
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and jotting down details, looking for clues
and hints - until something clicks and you
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enter your answer.
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Over and over again it offers those sorts
of eureka moments that detective games promise
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- but so often fail to deliver.
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Making it the best detective game ever made,
and - despite what I said at the start of
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the show - it is the best game of 2018.