Newsgroups: rec.arts.int-fiction
Path: gmd.de!nntp.gmd.de!xlink.net!howland.reston.ans.net!pipex!uknet!cf-cm!cybaswan!iiitac
From: iiitac@uk.ac.swan.pyr (Alan Cox)
Subject: Re: Restarting the Mystery Thread
Message-ID: <1994Apr20.104543.7178@uk.ac.swan.pyr>
Organization: Swansea University College
References: <2p118m$s2a@usenet.rpi.edu>
Date: Wed, 20 Apr 1994 10:45:43 GMT
Lines: 38

In article <2p118m$s2a@usenet.rpi.edu> tulled@rpi.edu writes:
>I still haven't gotten a great idea for how to end the mystery. So far, these
>seem to be the basic ways to end the mystery (stolen from Taro,
>u934132@student.canberra.edu.au) 
>
>1) Important person (Judge, policeman etc.) asks questions about who/when/why
>   etc, and you answer. All correct, and mystery solved     
>2) The typical way - Accuse Joe Bloggs, show x pieces of evidence, Joe
>   Bloggs jumps out the window, satisfying ending etc. :)
>3) Catch Joe Bloggs in the process of committing another crime
>4) Set up a trap.
>
>1) was used in _Dagger of Amon Ra_, and 2) by Infocom. Neither of these really
>appeal to me. 
>
>3) shouldn't be allowed because it doesn't show that the person involved is the
>murderer - only that he/she is a thief, etc.
>
>4) is my personal favorite although I don't see any easy way for the player to
>do this since most traps in novels, movies, TV etc. involve lying to the 
>character (again, directed dialog might work here).
>
>Based on these, it seems that directed dialog would be very useful for creating
>a mystery but I would like to have a way without using it. Any ideas?
>

Well the thought that popped immediately into my head (which means I may well
have seen it elsewhere) is this.

Ensure the player is framed before the game can be nearly completed. He thus
can't go to the law but can set a trap. He needs to lure the cops (who think
he is the criminal) after him into the hideout/whatever of the real criminal
at the right time.

That should keep the player amused, and lurking in dark alleys for a while.

Alan

