Warning: I had to split this post in two because I went over the 20,000 character limit.
Can you believe it's been almost a year since I wrote
the original preliminary report on what LEGO Investigations was supposed to be? Turns out that getting a full-time job (and having an existential crCIA) can really derail you.
After a very long time away, I moved on to design a secondary project; a Mad Max-inspired combat racer (born out of me poking around into LEGO Racers 2/Drome Racers a bit). As I began fleshing out mechanics, I really wanted to use the investigation mechanics from LEGO Investigations as a means to give the player bonuses and direction, but it wasn't long before I assessed the depth and realised that I would need to prototype the mechanics separately to the other massive component (the car combat). Here we are again.
A lot of my writing and rambling has been in a bunch of unrelated Discords with Game Design channels. To save you going on a long, painful journey through the history of how everything has changed, I'm going to format the current state of the design and the key things I've been working out. This isn't a formal document; merely a write-up of the crucial aspects to understand what this thing is.
Summary of Story
The meta-goal of the story is
CHANGE. NON SUM QUALIS ERAM; you will not succeed unless you can progress.
A dark, cold night. The city bathed in impurity. Crime is rampant, and the citizens are struck with fear and grief. Eye for an Eye is not a philosophy, it’s an instruction manual. The streets wheeze and sputter a dark smoke reflecting all else. Even the rats turn away from the trash. The town oozes with the decrepit stink of the 1940s; a place begging for change. The only people can help are running with their tails between their legs. This is hell with a fancy suit on. This nameless, faceless cesspit will be your beginning. It will be your end.
You were murdered days ago. The trail is cold; the killer unidentified. You feel mostly intact, rebuilt as any LEGO person can be, but the only fateful thing you remember about that night is that red tie. The crime rate hasn't moved anywhere; the city still festers with degeneracy and illegitimacy. Moreso than before, evidence of police corruption is showing. Unsubstantiated rumours are spreading of a criminal syndicate looking to take all power over the city; shake things up a bit. Leading investigators are reporting that a recent string of fresh crimes are linked; your experience is nagging you otherwise. It sounds like a bit of sweeping under the rug, and you're on the case to find out why.The game's first few cases are linear; these serve the purpose of acting as a progress tutorial, but also to tie into the meta plot-point of Change. After a certain mission, you die in an extremely similar fashion to the prologue. It's from this point forward that the player can really take control and change things up, and rightly so. Past the Point of Linearity, the game needs to be hardcore hard. The ending of the game reveals that the protagonist is permanently dead, his inability to pass on previously due to stubbornness and an unwillingness to change and accept facts.
A smart player should be able to dig under the hints and determine the true killer (The Commissioner, acting to protect his job security), and evaluate that all of the cases are linked together to the killer.
Summary of Mechanics
Looking back, the original mechanics list was a rough, rushed approximation of the design goals I was going for. It only continued the dialogue issues I identified in modern detective games, and it placed a lot more challenge in the seeking of evidence, as opposed to the logical thinking of connections. It was too Point-and-Click like. This new set of mechanics should address that, adding a wider variety of player choice and fixing the problems that annoy me most when playing detective games.
Camera ControlsBy default, the game will be in First Person perspective. The player must walk around the level to look for clues and to approach witnesses. As per Social/Streamer mode (see the
Game Modes section below), there is also a static camera mode available, which acts as a bunch of Security Cameras focusing on all the evidence and witnesses within the scene, to reduce the amount of physical control required to play.
Evidence/Event CollectionEvidence Items, which can be anything from junk on the streets to known facts, are used to unlock Events, potential happening which give context to why the crime might have happened. The ultimate goal of the game is to prove the exact sequence of events that occurred, thereby proving the innocence or guilt of the suspects. Evidence can be collected in three forms; physical items lying about (such as a gun), unique details on a location in the scene (such as a bloody spray), or talking points from witnesses and suspects (such as a confession of guilt to firing the weapon). Collected Evidence is used as below to create Event Items, and both are stored inside the player inventory called the "Notebook".
While Evidence Items are simply kept in a big pool, Events are categorised. Every level's sequence has a different number of "slots"; each slot represents a different type of Event, such as one slot for explaining how a suspect arrived on the scene while another showing how they procured a specific item. Every player is automatically granted 1 Event Item per slot at the start of the level (what the "official police report" has turned up), and the Beginning and Ending slot Events are always correct and cannot be changed (you are focusing on figuring out how the scene changed from A to B).
As per the Skill System outlined below, tools such as object highlighting can be available with a purchase.
Evidence Crafting/ManagementIn order to actually get new Events, you must demonstrate how Evidence fits together by "crafting" multiple relevant pieces together. Evidence Items have lengthy descriptions about their context and known facts; within the descriptions are keywords, highlighted in set colours. You must link together not just evidence with keywords of the same colour, but also where the keywords match a set theme (such as getting red keywords which are all computer part names). Generally, the keywords are relevant to the Event they unlock, as a bit of foreshadowing. Evidence Items can have more than one set of keywords in their description (colour and/or theme), which indicates that specific item can be used to produce multiple Events.
Furthermore, as a helpful management aspect; Evidence and Event Items can be "ruled out"; this effectively disables them and puts them on another tab in the Notebook. If an Evidence Item was used to generate an Event and gets ruled out, then the Event Item is by proxy also ruled out. Ruled out items will not show at all in the Question Time screen, but can still be used in interrogations.
Event SimulationOnce Events have been unlocked, they can be previewed. The Previewer works like a video player, with a reverse, fast forward and pause. You control the scene a bit like the camera system in any modelling package/LDD, where you can click and drag to rotate the scene, and you can zoom in and out to focus on details. The Event will appear as a hologram over the top of the actual scene, allowing you to double check if evidence items end up where they should, and if certain witnesses/suspects were present or not.
JotterPlayers have a space in the Notebook to record their own notes and thoughts.
InterrogationsAs is the rest of the game, the focus of the Interrogation System is to either prove or disprove "facts" by using what knowledge you've acquired. Players can talk to witnesses/suspects in the world and ask them questions. The responder will then give their response, at which point the player must either agree, disprove it, cancel out with no penalty or use the Disturbance Mode option (detailed below). If the player is correct, they will be awarded new evidence, otherwise, the evidence reward is lost. Once a question has been asked, unless if the "Cancel" option was selected, that question cannot be asked again.
Questions are not pre-determined, only answered. Players generate questions from a basic syntax, designed to focus on what the player wishes to know. The first two elements of the syntax are mandatory, whereas the second two are optional (but must be used together).
- The Mode [Who | What | Where | Why | How].
- The Primary Subject (Either collected evidence, or "general knowledge", as in temporary evidence based on the context of the scene and who you're talking to).
- (Optional) The Verb/Subject Modifier (Had, Used, Doing, or another word to indicate the relationship you're testing between the two subjects).
- (Optional) The Secondary Subject (As above, minus the Primary Subject).
Valid examples may include, "Why You Have Key", "Where Key" and "How Car Stuck Fence".
If the player accepts the response, then no further input for that question chain is required. If the player believes the responder is lying, they will need to select from their collected evidence for something that proves they're in the wrong.
As per the Skill System outlined below, one potential purchasable skill is the Voice Recorder, which records every line of dialogue to a section in the player's Notebook for a player's benefit.
Disturbance ModeTo engage in Disturbance Mode, the player must select the Disturbance option during an interrogation. On the surface, it appears to act as a dice roller; a successful pass will make the dialogue play out as if the player successfully chose truth or lie (with correct evidence, even if they didn't have it). However, fail a Disturbance check, and your player will engage in an aggressive (and odd) argument with the responder, losing you the evidence, locking you out of that question and reducing the success chance on any Disturbance rolls with that character. Regardless of a win or loss, use of Disturbance Mode will also have effects on the outside world; colours will distort, ghost objects will appear and other effects will occur. Ordinary dialogue lines for both player and response in all interrogations will also become more abstract (in tiers, depending on how many Disturbance options the player has used). The only way to revert to normal is to use the standard Truth and Lie dialogue options.
As per the Skill System outlined below, Disturbance Mode itself is purchased through tokens, and has an upgrade chain which increases the chances of success, and also makes the effects of Disturbance Mode wackier.
InfiltrationsAs a reinforcement of the Event mechanics, some Evidence Items might be in the possession of hostile forces, and require a combat sequence to collect.
In a combat scenario, the player is locked to a specific camera angle, and must (within a turn limit) identify and select items within the world to use against enemies, in some ways similar to certain sections of Telltale Games' Batman. Players have a pool of points they can spend to observe on elements inside the combat ring, such as the enemies themselves, nearby objects and potential hazards. These offer Combat Advantages, which are functionality the same to Evidence Items, except that they are not permanently stored in the Notebook, and will automatically be turned into Combat Choices (Event Items) which you collect enough, as opposed to needing to craft them. Previewing of Combat Choices is limited to watching a small clip in-frame of how the combat sequence may play out if successful. When players are happy they have enough Combat Choices, they can line them up with a similar feeling to Fallout 3 V.A.T.S., and watch the event play out. Depending on the difficulty and the enemies, the player must successfully beat a set number of goons without taking more than a threshold of damage to get the Evidence item.
Enemies cannot contribute to Combat Advantages; they instead bring up a popup with a description of that enemy's weaknesses and strengths, but viewing them costs points.
As per the Skill System outlined below, there are a number of skills to upgrade to improve Infiltration ability, such as reducing the cost of viewing elements in the scene, or giving the player a larger threshold of damage.
Question TimeWhen the player is convinced they have every shred of evidence they need to conclusively rule what happened (and by proxy lay blame), they can visit whatever is used in the level to represent the end, and will be presented with a form split into two sections. The Event Sequence section requires the player to place the relevant events in order as they would have happened. The Question section requires the player to put Evidence Items in the gaps of sentences to demonstrate that the player understands what has happened. After submitting the form, the player is shown their points tally (50% for the Event Sequence, 50% split between each question for the rest). If they didn't get 100%, they are given a list of potential hints as to how they can improve when they retry. The level ends and the player is sent back to the hub.
Skill SystemTo reward (and encourage) players for getting stuff right, every correct question, every individual goon defeated in an Infiltration sequence and every successful Disturbance check unlocks a token. Tokens are finite, and there is one for every unique instance of these encounters in the game, essentially acting as way to track how complete your progress in the game is. Tokens are used both to make the game a bit easier by making subtle things obvious (to reduce player mistakes), and to give the player some more fun content (such as concept art or funny "cheat codes").
Level StructureThe bulk of the game's content is intended for the Campaign mode, although individual levels for Streamer Mode and Workshop integration for custom levels would be nice.
Within the campaign, once you are past the Point of Linearity and free to select what you'd like to do, there are two types of Investigations to choose from; Cases & Scenarios.
- Scenarios are individual crime scenes, and the entire investigation can be solved in that one level. Replaying the scenario will always act as if you are starting it anew; your campaign progress will only ever take your best result however.
- Cases are a string of multiple, linked scenarios. (Relevant, as predetermined by the designer) Evidence that was collected in previous levels is passed on to the next, for continued usage. Since it's possible to fail by not having crucial evidence from a previous level, the game will warn at the end of a level (after submitting answers) if they have screwed themselves. When replaying a single investigation in a case, if you elect to replay from the second or further missions in to that case, the game will carry forward your best results from the previous levels (i.e. if you replay from Mission 3 and 100%'d both previous missions, the game will automatically grant you all relevant evidence).
Disturbance Mode effects are limited within the scope of a single Scenario/length of a full Case, and will not passthrough to other Scenarios/Cases. You can play, save, quit and load any Scenario or Case you like at any time from the hub, although you are restricted to one save per Scenario/Case.
Every Investigation has an associated Difficulty Rating; this is used to warn a player if something is considered a bit too hard for them yet. Completing other Scenarios/Cases and purchasing skills will dynamically decrease the numbers for each Investigation (according to their individual rules on what makes them that difficulty), but ultimately should only be considered a guide and players may find their experience easier or harder compared to what's listed.