Deduction Mechanics in Games
medium.com
medium.com
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!
1. (2020) https://boardgamegeek.com/boardgame/279537/search-planet-x
2. Among other ways to win points within the game
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.
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.
Write the story backwards and read it forwards. You get the illusory effect with no effort.
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.
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.
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.
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 :(
The problem wasn't as much with the querying part as with the remembering part, there was just too much information that needed to be recorded every frame in case I would want to know this 1 fact half an hour later.
(also because it's built -atop- prolog you can potentially get it to run on a prolog-in-X implementation though I've not yet tried that ... though I'm now tempted to so I'm going to finish this comment before I nerd snipe myself)
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.
> Obra Dinn achieves this by the simplest mechanism
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.
What you are complaining about is that there are discrete states in the game or better yet, that it's a huge mess of sharp edges rather than smooth curves like the real world.