A Death in Hyperspace

There are all kinds of ways to add interactivity to a murder mystery: this group of skilled static fiction authors seems to have chosen to build a maze of possible “solutions” and then flow along with the one the player chooses (or stumbles haplessly upon), setting the murder in on a spaceship in a hallucination-inducing hyperspace in aid of that. I haven’t chased down all 11 endings to see if some are more “canonical” than others, but at first glance it doesn’t seem so.

So. After you get through the vibe-setting, hand-wringing, can-I-even-trust-anything intro, you get a 30 minute real-world timer (which you can turn off) and you click through to the various areas of the ship to see who (and what) is there to talk to or investigate. People move around the ship semi-randomly, different options appear after you’ve seen or said different other things: it’s all very disorienting and maze-like.

And the writing supports this, and the timer adds tension (though the first two time I was worried about the timer and rushing through and stopped in under 10 minutes: I read fairly fast but I still suspect it’s reasonably generous. And again, you can turn it off).

It feels like a game you could savor once, taking your time, soaking it in, maybe taking notes, maybe just enjoying the vibes, get an interesting story and call that canonical. Or you could play repeatedly and try to figure out when and where things appear, which leads to what, untangling all the paths through the maze. Or you could thread through the slight maze of “where the heck are the tutorial/hint menus again?” and let them tell you how to find all the pieces. Lots of options.

May not be everyone’s cup of tea – I’m not sure yet what I’m going to end up thinking of it. But the writing and the vibes and the shape of the thing are kinda fascinating. Well worth checking out.

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Addendum: gah, just realized how I put that. Several of these authors also do interactive narrative, it’s just that I know more of these names only because of their published prose…

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All of us have written interactive fiction as well as short stories or novels, but I think it’s definitely fair to say that most of us are better known for (or focus more on) our non-interactive work! :slight_smile:

Thanks for sharing your preliminary thoughts, Josh. I’m really curious to see what people think of the game.

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There’s such a deliciously sticky, stretchy, taffy-like design tension here. I’ll be fascinated to see how different players resolve it.

There’s the initial play experience. OK, it’s a mystery, pencils ready to take careful notes …and then the tense, hauntingly hallucinatory experience of oh no the timer counting down, and there’s so much, and I don’t even know what I can believe, maybe I’ll just try this quick, then somehow …I KNOW that evidence wasn’t there before, where did that come from, what changed, what did I do? Wait. …I can just… accuse someone now? You’re letting me do that, I didn’t earn it, but… no, I want to se what happens-- oh!

Then there’s the clarity of the link presentation: these are flavor, these are EVIDENCE, these turn the page. And the hints, sitting there tempting your completionist child: you know you want to see this character’s story, just one little peep behind the curtain. And maybe this curtain? And that one? Come, child, let me lay out the whole intricate web of if/thens for you, it’s all here waiting for you if only you’ll look. Oh, fine, keep exploring on your own for a while first. Eventually you’ll succumb to the question of whether there’s a bigger picture lurking if you find all the pieces? IS THERE?

So good. Gah. I’ve seen several endings, I do want to know if there’s a canonical explanation you can piece together. But I think for me it feels more right to leave it a little dream-like. Maybe in a few months I’ll come back and dissect it.

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I (as coordinating author) have an ending I think is more canonical than the others, but I think it’s more appropriate for this game that each reader decides!

I’m pleased to see you enjoying it so much, in any case–and in this specific, disorienting way. :smiley:

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Very glad you’re enjoying, Josh! :cowboy_hat_face:

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I’ll first quote the review from my review thread; unfortunately, I didn’t have as good a time as Josh!

It was only from your posts, @JoshGrams, that I realised that you can accuse people. It was totally not transparent to me that setting someone to ‘high’ on your murderboard was the equivalent of accusing them; but reading your post, I realised that that must be the mechanism. Was this clear to you from the outset, or did you find out by accident?

I also didn’t realise you could turn off the timer; but had I realised it, I wouldn’t have done it. If the authors gives us a timer, it’s probably a game that requires a timer. Having actually played the game, I think that the timer ruins it… but that’s wisdom I only had after the fact. :sweat_smile: My advice to the authors would be to take the timer out now, during the competition; but from your posts, it seems as if perhaps you actually enjoyed it? Would you say it’s a net positive?

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wow, I got long and rambling very fast

Yeah, that was interesting reading your review: I started playing by reading all the other menu items rather than starting straight into the game (random chance: I often don’t do that). And one page is a tutorial, that starts (oddly) by explaining the link markers, which are mostly clear as soon as you click one. But later on that page it does explain the accusation mechanism clearly enough that I did understand what to do. I’m still not sure what the medium level is for.

And maybe I’m more death-of-the-author? I’ll give the “intended experience” a try out of curiosity but I think gamedevs are usually too close to their games to be right about the best way to play them, so I’m not going to take it too seriously. So I had one 10-minute playthrough where I was racing through trying to remember what I’d learned and where things came from, but I pretty quickly found evidence for two people and just accused one at random figuring “oh well, this probably isn’t right, but let’s see what happens.” And then the second time through I was like, oh, fine, I have plenty of time, I can have the feeling of tension and time ticking down without actually being too pressured.

But of course there’s nearly an order of magnitude difference in people’s reading speeds, so adding timers like that is a mug’s game: they’re always going to suck for someone.

And maybe I oversold how good I think it is in an objective sense: there is a lot of design here that I don’t generally like, but I enjoyed the vibes and quit before I got fed up. I thought the everybody-might-be-an-unreliable-narrator thing and the invisible mostly-unclued maze of dependencies for when the clues and evidence unlock was kind of a neat experimental choice. So I shrugged and leaned into the dreamlike vibes and didn’t bother caring about whether it made sense.

If I was trying to understand what was going on and play it more as a game, then yeah, there’s a lot of design here that I normally hate. The timer is unnecessary stress (there’s an ending there if you let it run out, but… really? You have to do nothing for 30 minutes to see one of the endings? What a bad idea). “Choose a random victim and we’ll agree with you” is easily my least favorite technique for adding interactivity to a mystery: I want to feel like I solved something, not like the game is just mindlessly yes-manning me. There’s not enough guidance for where and when the two clues for each suspect become available, so I happened across them randomly rather than feeling clever for deducing where to look or who to talk to. So having achievements for collecting each one pushes it toward being more mechanical, rather than just stopping whenever you feel done.

I guess I also went into this knowing that most of these authors have written for Choice of Games and the style there is that the player is supposed to be able to direct the game so I was prepared for to try and enjoy that kind of thing. Usually Choice of Games pieces aren’t my jam at all. Actually, I was just thinking that the reason I liked Benjamin Rosenbaum’s recent release The Ghost and the Golem so much is that the player character feels much more defined to me: you can choose your name and all the gender options, but somehow the actual story choices feel like you’re choosing how to perform a character whose skills are already pretty well-defined. You enjoy singing and you’re good at it, but are you going to push yourself out there in public and ask to sing with some random performers, or are you more shy about it? How do you feel about this skill, how do you present it to the world, rather than what you’re able to do.

Yeah. I don’t know how relevant all that is.

I think I read the tutorial first, so I knew about accusations, and I deliberately ignored the parts I wasn’t going to like, and (as with the conversation around Imprimatura) deliberately stopped before I had to look at those parts.

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I had read the tutorial first too, which says this:

This is fairly ambiguous. I mean, knowing now how it all works, I see how it is meant to be read. But I was afraid that the game would immediately end if I put someone’s suspicion to ‘high’ and that I then would see their ending to the story, rather than my ending where I accused the one who did it. It’s only after I found out that everyone can be successfully accused, and that this means there’s a separate this-is-the-person-you-accused ending for each character, that this text became clear to me.

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Sorry to hear the game gave you such a hard time, Victor!

We tried a couple of different times to clarify that gameplay element during testing, but it doesn’t sound like we quite managed to hit the right results. I’m definitely open to rewording suggestions if you have them – or it could just be that the mechanics themselves are kind of weird and counter-intuitive, of course!

FWIW, I initially had the timer set to an hour, but that felt too long, and a few of our beta testers even commented that 30 minutes felt too long to them. So we did try to manage that, too (and provided the “turn off” option, as you noted, for people who want a more leisurely experience without the stress!)

I definitely appreciate the time you spent playing and commenting, in any case. :smiley:

ETA:

Yep. You got it!

You can blame me for the mechanics. :joy:

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Thanks for reacting! I think it would help if it had been formulated thus:

I’m a little sad that I focused so much on my struggles with the game and didn’t really comment on what is perhaps more interesting – and well described by DemonApologist here – , namely the experience of playing this obviously naive AI whose reading of murder mysteries completely structures the way they see the situation. It’s like Northanger Abbey, except mystery instead of romance.

There is of course something fairly hilarious about the inane questions and accusations that form most of one’s dialogue options. Underneath the somewhat mechanical mystery, there is a poignant little comedy playing out, where the player character is too blinded by grief and excitement to see the plain truth: that the captain died of natural causes. That’s the point, and that is something I ought to have talked about in my review. So I think I’ll just append this little piece of text to it!

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Just goes to show how a bad experience with game mechanics can really make or break how folks feel about a game!

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Huh, I turned off the timer without fully realizing what I was doing – I was multitasking as I was running through the game setup, and wasn’t sure if I was deactivating timed text, or getting rid of a turn limit, or what? Though since I almost always have to play longer pieces of IF in small, short, chunks the 30 minute real-time thing wouldn’t have been viable for me regardless.

As a result my experience with the game was different than what other folks have shared – in particular, the gameplay felt very mechanical and lawnmower-y to me, whereas I’m guessing the stress of a real-world clock would have meant choices would have felt more exciting?

Though I also agree with @VictorGijsbers that the interesting unifying thing here should be the bathetic way Pearl imposes a murder-mystery parody on a death by natural causes as a way to manage her grief, but the way the game is set up meant that I noted that that’s what seemed to be going on, but didn’t feel like it emerged in an especially impactful way from the background hum of everything else going on (possibly a collaboration like this is an awkward fit for this particular story, since the various suspect characters are kind of besides the point and it’s actually Pearl’s actions and characterization that should be put at the center?)

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I enjoyed this game more than not and thought it had a lot of potential, but I ran into quite a few issues with it. Like others, I didn’t find the murderboard system that intuitive. Between that and the timer, which I was also unaware could be turned off until later on, I rushed into first a timeout while I was reading the Part III intro (why was the timer still running? I don’t feel like that made much sense as a design choice) and then the “Leave It to the Experts” ending, which felt anticlimactic when I certainly had the evidence to accuse plenty of suspects had I understood the mechanic better. It seems like that and the “timeout” are two separate endings, since I was told I’d unlocked 2 of 11 endings at that point and there are only nine murderboard options, but the “timeout” isn’t displayed on the “endings” screen if so.

I went with the “death by natural causes” ending on my second playthrough, and I have to agree that it feels like the “true ending” inasmuch as one exists. I’d almost say it would make for a satisfying sense of closure to have it continue to be hinted at, but only unlocked after all the other endings are. However, that would require a number of bugs or quirks of implementation to be ironed out first, because I started to run into a lot of issues after that.

I’ve seen other people mention the lack of a non-accusatory approach to Pax, the random extra characters in the bottom toolbar, and a stray bracket in Primus’s ending. I also encountered these, but didn’t find that any caused problems. What did:

  • On both my first and third (read: final, since at that point I was just running through to collect all the evidence, save, and scum the rest of the endings) playthrough, I ended up with Chan in a state where they were no longer willing to talk, though I still needed one last piece of testimony from them. I went everywhere, talked to everyone, made sure I had the needed physical evidence, and waited multiple five-minute ticks to see if they would cool off; no dice. I don’t know what was different from the second playthrough, but with no seeming way in, I ended up locked out of Until’s ending because I didn’t have time or motivation to try again. I’m not sure if this was an intentional design choice, but either way, it was frustrating.
  • In Petro’s ending, the bottom gameplay bar was still present with the clock running. Since you’re no longer looking for evidence or adjusting the murderboard, and we’ve seen that you can still time out even at this point, this seems… suboptimal.
  • The game will not acknowledge anything past 6/11 endings unlocked. When I got additional endings, it seemed like new ones would rotate in and others would disappear, but the counter stayed stuck.

I don’t want to seem overly negative. I did really enjoy a lot of things about this. A mystery-obsessed spaceship AI with absolutely zero chill? Fantastic. I liked what time allowed me to see of the other characters, even VKB and Keen (though when your players are already racing the clock, it feels like a courtesy to trim potential wasted time on fruitless interactions, as much as I liked Lament’s/VKB’s ending). I thought the worldbuilding, especially around hyperspace and its delusions, was intriguing. I would have liked to see all of this get some room to breathe in a less constrained game. I’d love to see an updated, polished release post-comp.

(PS: I will admit that this game might be suffering - perhaps unfairly - in comparison with Winter-Over, which shares a lot of mechanics and themes but which I had a much better experience with.)

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cross-posting my separate review

There was a lot I was excited about but I also ended up having a fairly frustrating experience (although perhaps along different dimensions?)

10 minutes!! I think it took me 25 or so and I felt I was really rushing. . .

this also happened to me ¯_(ツ)_/¯

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Everything in this section of your review is exactly what I was thinking while playing. It really made it feel like the “the PC is actually a child pretending all this” ending was the one that made the most sense. :sweat_smile:

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I’m curious how to get the “Leave it to the Experts” ending—I’ve gotten several but not that one, and I’m interested in seeing it since it’s come up in discussion here a few times!

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Just going off my own experience and at least one post about being fully locked out of “solve the mystery,” I’m guessing if you’ve set some suspects to “medium” on the murderboard but none to “high.”

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Yeah, or I think if you don’t even have anyone at medium (like, you never interact with the murderboard at all) when either the time runs out or you click “solve mystery”

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I tried doing “solve the mystery” without having any evidence or doing anything with the murderboard, but I got the ending “Space… Space Never Changes”… Will have to try experimenting some more!

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