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Game designer Sam Barlow has created a new kind of crime adventure, which relies on subtext and perception rather than quick joypad skills
In a cramped police interrogation room a woman is being questioned about her missing husband. Is he dead? Has she killed him? There are seven separate interviews, chopped up into short, teasing fragments, but the answer aren't immediately obvious. It's up the player to trawl through the video records and piece the mystery together.
This is the bare bones setup to Her Story, a fascinating police procedural game written by veteran developer Sam Barlow. Until a year ago, Barlow was working for mainstream studio Climax, where he designed the horror game, Silent Hill: Shattered Memories. Although it was part of a long-running series, the title was an oddity, hugely informed by Barlow's interest in the "interactive fiction" genre of highly narrative-based adventure games. Now he has set up on his own, and is experimenting with new ways to build compelling interactive mysteries
In Her Story, your job is to sit at a police terminal, accessing the video segments via a database search interface and then inputting relevant words to bring up more footage. The skill is in working out how the segments may have been tagged in this fictious police system, and then studying any newly discovered clips for clues and pointers. Her Story is effectively a crime thriller told through the conventions of an internet search engine. It is True Detective crossed with Google
"It is very-of-the-moment, because we're all now typing words into text prompts more than we ever have before," says Barlow. "We intuitively get the process - the 'game mechanic' - of using the correct search terms, of narrowing a search, etc. I wanted to run with the idea that what you're doing is essentially Googling
The game also comments on another facet of modern digital society - the way in which social media and video sharing sites like YouTube have given rise to a culture of armchair detection. In high profile cases like Jodi Arias, Amanda Knox and the Boston bombing, the public became both juror and investigator, scouring news clips and search engines for clues, meaning that the justice process could be said to have become weirdly game-like. Jane's Addiction once sang: "The news is just another show". Now, it's just another interactive social media experience.
But Her Story also borrows from the ancient history of game design, specifically the late-1980s genre of desktop thrillers. Constrained by the graphical capabilities of machines like the Spectrum and Commodore 64, developers found a way to explore complex stories by using the computer interface itself as a framing mechanism. In titles like Vera Cruz and the espionage thriller based on the Forsyth novel, The Fourth Protocol, players would take on the role of a coder or researcher using a database or hacking a mainframe to unpick the narrative. In this way the hardware (and its intrinsic limitations) became the medium and the experience
When gaming visuals advanced during the 90s, the genre fell out of favour, but now independent developers are rediscovering its highly immersive appeal. Lucas Pope's award-winning title Papers, Please brilliantly explores the politics of immigration by putting the player behind the desk of a single border officer in an unstable Eastern European state. Now, Her Story presents its murder mystery though video clips that the players need to discover and retrieve in order to advance
"The conceit of making the computer itself a prop in the game was so neat," says Barlow. "You weren't being transported to an alien world, the world of the game was being transported to your desk-bound reality. It brings about a different approach to the player-protagonist relationship, that has stuck with me. A lot of the built-in assumptions about modern games are tied so strongly to the conventions of having an avatar, navigating a 3D space... these conventions impose a lot of restrictions.
"3D space also makes things easy for developers," he adds. "Especially in say the horror genre. It's quite straightforward to stick a player inside a dimly lit 3D world, hand them a flashlight and get a certain level of engagement out the gate. I wanted to see what happened if I gave up the prop of immersion in a 3D world. I have a love for police procedural thrillers, so when I started thinking along these lines, my mind naturally pulled up a lot of influence from the 8-bit desktop games"
"The ability to imagine a concept, put into words, type it and the game put flesh to that idea - it is magical
For Barlow, the aim wasn't just accessibility, it was about creating a game process that was familiar, that relied more on real-world skills than a knowledge of game conventions. "The loop of listening to the woman, coming up with search terms, interrogating her story, navigating it via her own words... it feels organic, like a real dialogue," he says. "It has this sense of making connections, of digging for truth that is more like 'being a detective' than many games that let you control a detective avatar. Even when there's frustration - trying hard to hit on the right search words, etc - it ends up feeling very much like the detective work that we see on our screens."
Even LA Noire, Rockstar's fifities-based detective drama relied as much on the player's driving and shooting skills as it did on interrogating suspects. Barlow wanted to remove all that video game stuff. "The key skills here are listening and thinking," he says. "I've had a lot of testers tell me that they were compelled to play with a notebook to hand, like a real police detective, which is not something they've done for a long time
I'm very drawn to games where a large proportion of the experience takes place away from the screen. Strangely, I think it can be more involving than games where the attention is entirely focused on the game. I guess it moves the story out into the same sphere as other thought, which means the experience is not so easily compartmentalised"
Indeed, Her Story is part of a whole movement in game design that's getting away from familiar twitch-based mechanics, and away from using story as merely a setting for the action. Partly this is about the rise of indies, but it's also about the arrival of new platforms. Barlow talks about the rise of the tablet, with its intuitive touch controls, and its sleek form factor that lets players curl in a chair and play - like reading a book. It's personal and intimate. He's been inspired by titles like Blackbar, Inkle's 80 days and Emily Short's Blood & Laurels. All deal with themes of mystery and detection in intriguing ways
Games haven't generally tended toward subtlety - this is something else Barlow wants to tackle. It is important if the medium is to mature and diversify. "One of the things that drew me to the police interview as a setting was a desire to make a game where subtext mattered," he says
"In most games, because the story is communicating your challenges, it's a usability thing. Everything has to be on the surface: 'Go here, kill this, do that'. This mechanic of searching the woman's words kind of forces you to engage on a deeper level - it highlights those layers of meaning. The heart of any human story is subtext"
the heart of any human story is subtext
highlights those layers of meaning
this mechanic of searching the women's words kind of forces you to engage on a deeper level
everything has to be in the surface
is a usability thing
is communicating your challenges
where subtext mattered
was a desire to make a game where subtext mattered
as a setting
drew me to the police interview as a setting
one of the things that drew me to the police interview as a setting was a desire to make a game where subtext mattered
is important if the medium is to mature and diversify
is something else Barlow wants to tackle
haven't generally tended toward subtlety
in intriguing ways
all deal with themes of mystery and detection in intriguing ways
has been inspired by titles
is personal and intimate
its sleek form factor that lets players curl in a chair and play
with its intuitive touch controls
talks about the rise of the tablet
the arrival of new platforms
is also about the arrival of new platforms
partly this is about the rise of indies
away from using story as merely a setting for the action
is getting away from familiar twitch-based mechanics
is part of a whole movement in game design that's getting away from familiar twitch-based mechanics
is not so easily compartmentalised
means the experience is not so easily compartmentalised
moves the story out into the same sphere as other thought
the attention is entirely focused on the game
Strangely, I think it can be more involving than games
takes place away from the screen
a lartge proportion of the experience takes place away from the screen
am very drawn to games where a large proportion of the experience takes place away from the screen
have had a lot of testers tell me that they were compelled to play with a notebook to hand
relied as much on the player's driving and shooting skill as it did on interrogatiing suspects
fifities-based detective drama relied as much on the player's driving and shooting skills as it did on interrogating suspects
see on our screens
ends up feeling very much like the detective work that we see on our screens
trying hard to hit on the right search words
even when there's frustration
of digging for truth that is more like 'being a detective' than many games that let you control a detective avatar
has this sense of making connections
feels organic like a real dialogue
interrogating her story, navigating it via her own words
coming up with search terms
the loop of listening to the woman
relied more on real-world skills than a knowledge of game conventions
was about creating a game process that was familiar
the aim wasn't just accessibility
it is magical
put flech to that idea
put into words
the ability to imagine a concept
naturally pulled up a lot of influence from the 8-bit desktop games
started thinking along these lines
have a love for police procedural thrillers
gave up the prop of immersion in a 3D world
get a certain level of engagement out the gate
hand them a flashlight and get a certain level of engagement out the gate
to stick a player inside a dimly lit 3D world
is quite straightforward to stick a player inside a dimly lit 3D world
especially in say the horror genre
these conventions impose a lot of restrictions
are tied so strongly to the conventions of having an avatar
a lot of built-in assumptions about modern games are tied so strongly to the conventions of having an avator
has stuck with me
brings about a different approach to the player-protagonist relationship
was being transported to your desk-bound reality
weren't being transported to an alien world
a prop in the game was so neat
the conceit of making the computer itself a prop in the game was so neat
in order to advance
retrieve in order to advance
though video clips that the players need to discover and retrieve in order to advance
presents its murder mystery through video
in an unstable Eastern European state
by putting the player behind the desk of a single border officer in an unstable Eastern European state
brilliantly explores the politics of immigration by putting the player behind the desk of a single border officer in an unstable Eastern European state
award-winning title Papers
its highly immersive appeal
are rediscovering its highly immersive appeal
fell out of favour
the genre fell out of favour
when gaming visuals advanced during the 90s
in this way the hardware (and its intrinsic limitations) became the medium and the experience
using a database or hacking a mainframe to unpick the narrative
would take on the role of a coder or researcher
the espionage thriller based on the Forsyth novel
by using the computer interfae itself as a framing mechanism
found a way to explore complex stories by using the computer interface itself as a framing mechanism
constrained by the graphical capabilities of machines
specifically the late-1980s genre of desktop thrillers
also borrows from the ancient history of game design
is just another interactive social media experience
meaning that the justice process could be said to have become weirdly game-like
scouring news clips
the public became both juror and investigator, scouring news clips and search engines for clues
in high profile cases
have given rise to a culture of armchair detection
the way in which social media and video sharing sites like YouTube have given rise to a culture of armchair detection
also comments on another facet of modern digital society
wanted to run with the idea that what you're doing is essentially Googling
of narrowing a search
of using the correct search terms
the game mechanic
intuitively get the process
are all now typing words into text prompts more than we ever have before
it is very-of-the-moment
crossed with Google
True Detective crossed with Google
told through the conventions of an internet search engine
is effectively a crime thriller told through the conventions of an internet search engine
studying any newly discovered clips for clues and pointers
may have been tagged in this fictious police system
the skill is working out how the segments may have been tagged in this fictious police system
to bring up more footage
inputting relevant words to bring up more footage
is to sit at a police terminal, accessing the video segments via a database search interface
iis experimenting with new ways to build compelling interactive mysteries
has set up on his own, and is experimenting with new ways to build compelling interactive mysteries
the interactive fiction genre of highly narrative-based adventure games
the title was an oddity, hugely informed by Barlow's interest in the "interactive fiction" genre of highly narrative-based adventure games
was part of a long-running series
shattered memories
designed the horror game
was working for mainstream studio Climax
until a year ago
a fascinating police procedural game written by veteran developer Sam Barlow
is the bare bones setup to Her Story
to trawl through the video records
is up the player to trawl through the video records and piece the mystery together
the answer aren't immediately obvious
are seven separate interviews, chopped up into short, teasing fragments
has she killed him?
ina cramped police interrogation room a woman is being questioned about her missing husband
relies on subtext and perception rather than quick joypad skills
where True Detective meets Google
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