Example of nonlinear storytelling to build a mystery
Posted: Thu Jun 25, 2015 7:00 pm
Some time back I posted my ideas that I developed around delivering a mystery story. The idea is that the narrative of what actually happened is developed chronologically, and then chopping the narrative up, associating the bits with logical locations/characters (or throw out bits that would make sense based on where the characters decide to go), and then letting the PCs approach the narrative as they see fit, collecting pieces and assembling them as they go.
I have an excellent real world example of this to point to now in the Interactive Fiction game Her Story. Cost is about 6 or 7 bucks, and is about a woman who is interviewed by police 7 times in 1994. You're going through using an ancient DB which limits your ability to search the video clips, and have to use intuition and deduction to come up with search terms to recover video and assemble what actually happened.
I'll warn people that this is probably the extreme edge of IF games. There's a certain voyeuristic quality to the game and at the end of it all you're basically playing Google: The Game.
But the way you drift through topics, the way you pull clues out of transcripts and monologues, and the way you piece things together are strongly reminiscent of how I ran my mystery campaigns. It's a worthy game to take a look at if you're looking to write and run a mystery as well.
It also addresses a subject that I didn't since it hadn't occurred to me: Editing the clues you give to the players. The clips in Her Story are superbly edited and make you want to keep digging and keep drifting through all these clips. Some of them, due to how we read and process results (left to right) seem to be edited to particularly respond to your state of mind as the researcher (search "sex" for instance and your first clip is the subject getting deeply offended for prying into her personal life.).
I haven't finished the game yet so I can't tell you if the payoff is good, but I can say that it's an excellent example of nonlinear storytelling to create a mystery. It's well written IMHO, and one of the fun parts is to look at a clip, have it click in an "a-ha!" moment, and then lead you down a series of clues until you eventually see another clip that completely changes meaning of the first clip you saw, which might send you off on another tangent to gather more information. It might be beyond most of us to write mysteries with clues that act as signposts to different directions depending on how much information you already have, but if you can do that and give the players reasons to go back over old clues you've given them to see if there's anything *more* that they can squeeze out of them from time to time with fresh understanding, it seems to me to be twice the payoff for a little more work.
I have an excellent real world example of this to point to now in the Interactive Fiction game Her Story. Cost is about 6 or 7 bucks, and is about a woman who is interviewed by police 7 times in 1994. You're going through using an ancient DB which limits your ability to search the video clips, and have to use intuition and deduction to come up with search terms to recover video and assemble what actually happened.
I'll warn people that this is probably the extreme edge of IF games. There's a certain voyeuristic quality to the game and at the end of it all you're basically playing Google: The Game.
But the way you drift through topics, the way you pull clues out of transcripts and monologues, and the way you piece things together are strongly reminiscent of how I ran my mystery campaigns. It's a worthy game to take a look at if you're looking to write and run a mystery as well.
It also addresses a subject that I didn't since it hadn't occurred to me: Editing the clues you give to the players. The clips in Her Story are superbly edited and make you want to keep digging and keep drifting through all these clips. Some of them, due to how we read and process results (left to right) seem to be edited to particularly respond to your state of mind as the researcher (search "sex" for instance and your first clip is the subject getting deeply offended for prying into her personal life.).
I haven't finished the game yet so I can't tell you if the payoff is good, but I can say that it's an excellent example of nonlinear storytelling to create a mystery. It's well written IMHO, and one of the fun parts is to look at a clip, have it click in an "a-ha!" moment, and then lead you down a series of clues until you eventually see another clip that completely changes meaning of the first clip you saw, which might send you off on another tangent to gather more information. It might be beyond most of us to write mysteries with clues that act as signposts to different directions depending on how much information you already have, but if you can do that and give the players reasons to go back over old clues you've given them to see if there's anything *more* that they can squeeze out of them from time to time with fresh understanding, it seems to me to be twice the payoff for a little more work.
