The ultimate goal of the game is for the players to determine who the killer is, before being killed themselves. If the player is a normal (non-killer) player, his goal is to try to figure out who the murderer is by looking for clues, while avoiding murder. Whenever a normal player thinks he has figured out who the killer is, he votes for a particular player. Only when the majority of normal players has correctly voted on the killer do they win the game. If they guess incorrectly, the killer automatically wins. If the player is the designated killer, his goal is to find murder weapons throughout the estate, successfully kill the other players, and do his best to dispose of any evidence linking him to his murders.
The outcome of the game can be determined by the correct vote of the players, by the killer eliminating all (or most of) the players, or by time running out when the police arrive.
Justin K. Reeve
Educational technology enthusiast
Thursday, February 24, 2011
Codename "MMM": The Puzzles
The toys themselves are, in a way, the puzzles. To some degree, the players themselves create the puzzles throughout the game by the objects they pick up and the clues they leave. The players can find a lot of objects throughout the game, most of which have multiple functions. They can use these objects flexibly and strategically to accomplish their individual goals and solve the puzzles of the game. One player’s goal may be to find a key to gain access to the master bedroom, because he thinks that’s where the killer stashed the evidence. Another player may try to hide possible murder weapons from the killer, reducing the weapons available and thus making it easier to identify the correct weapon after a murder as well as the fingerprints.
Fingerprints are the most obvious clue for solving the main puzzle of who the killer is. The killer may find a handkerchief to wipe away all fingerprints from an item, or wear gloves when picking up items to avoid leaving his own fingerprints on them (this could also be a method to frame other people for the murders, but the killer would have to be careful since other players will notice if he’s wearing gloves).
The killer may have, e.g., a key to a certain room of the house, and stash the murder weapon(s) there so other players will have a hard time locating clues. Some rooms may contain clues or solutions to puzzles, e.g., a painting in the master bedroom depicting the correct combination the player has to touch the ornate statues in the great hall to open a secret passage. If the killer secures the key to the master bedroom first, he alone will know the combination to unlock the secret passage and alone can use it to stash evidence.
Keeping track of how many players are in the vicinity is a useful way of avoiding witnesses to the murders. If a normal player is walking around a considerable distance from other normal players, the killer has a better chance of murdering him, then making a safe escape and disposing of any evidence before others arrive. A skillful killer must know how to use the in-game chat to gain sympathy from other players and alleviate their suspicions. By covering up his crimes through verbal manipulation, he can potentially lie his way to victory. The killer could try to rationalize his holding a weapon by saying, e.g., "I’m keeping this gun so the killer doesn’t find it." If a killer fails a murder attempt, and the intended victim reaches other players and excitedly reveals the killer tried to murder him, he will need to convince the players he did no such thing, and that the intended victim is lying and trying to frame him.
The killer may use other strategies to be a successful murderer. By thinking quickly he can appear guiltless to the other players. Ultimately, a normal player can never be 100% sure a person is truly the killer unless he witnesses a murder or a murder attempt. Keeping the other players from solidifying their own conjectures is crucial to playing the role of the killer.
All the puzzles of MMM must be replayable. Players should not find themselves bored solving the same puzzles each time they play the game. Some methods can be used to enhance puzzle replayability:
1. Random inclusion of puzzles
Not all puzzles need to be in the game each time it is played. When the game is initialized, certain puzzles will be randomly placed in the game, including all the objects, locations, and other puzzles which rely on the parent puzzles.
2. Serendipitous vs. non-serendipitous puzzles
Objects and object locations are randomized each time the game is played, so players will often find things they don't necessarily expect to find. Other times, they will need to find something to solve a puzzle but won’t know where it is or if another player already has it. Ideally, players will most often find things they don't expect to find (e.g., a key to an upstairs bedroom) rather than hunting for objects they need (e.g., a leaf-trimmer to remove a wasp nest outside a second-story window, so they can exit through the window and retrieve an object they see on the roof). The distinction between the serendipitous and non-serendipitous puzzles may be small, but it’s important. In the latter example, the player has a goal in mind (retrieving the object on the roof), but has to hunt for another item first. Players shouldn’t always know what to expect when solving a puzzle. They should feel as if they are constantly exploring the map in each game and uncovering new areas as they travel, rather than hunting everywhere for items they need.
The game falls under the category of survival horror. Survival horror can be an exciting feature of a game, and it normally requires careful thought and planning to achieve the element of surprise, e.g., when deadly creatures appear at the most unexpected moments. In MMM, the players are given enough tools to create their own survival horror atmosphere. The actions of the killer are entirely unpredictable, since it's left up to human intelligence rather than computer control. The players are given mechanisms of defense (e.g., finding and wearing bulletproof armor, locking doors behind them), but cannot actually fight back.
The player's feeling of seclusion is another important factor in survival horror. Players can only communicate with other players if they're in the same room. The intended atmosphere would be compromised if players could communicate with anyone at any time. Plus, giving players the ability to communicate with each other at any time may encourage the undesirable buddy system, i.e., players revealing their locations, following each other around, and revealing their "buddy" to everyone, so that if they die the other players will know the buddy did it.
Fingerprints are the most obvious clue for solving the main puzzle of who the killer is. The killer may find a handkerchief to wipe away all fingerprints from an item, or wear gloves when picking up items to avoid leaving his own fingerprints on them (this could also be a method to frame other people for the murders, but the killer would have to be careful since other players will notice if he’s wearing gloves).
The killer may have, e.g., a key to a certain room of the house, and stash the murder weapon(s) there so other players will have a hard time locating clues. Some rooms may contain clues or solutions to puzzles, e.g., a painting in the master bedroom depicting the correct combination the player has to touch the ornate statues in the great hall to open a secret passage. If the killer secures the key to the master bedroom first, he alone will know the combination to unlock the secret passage and alone can use it to stash evidence.
Keeping track of how many players are in the vicinity is a useful way of avoiding witnesses to the murders. If a normal player is walking around a considerable distance from other normal players, the killer has a better chance of murdering him, then making a safe escape and disposing of any evidence before others arrive. A skillful killer must know how to use the in-game chat to gain sympathy from other players and alleviate their suspicions. By covering up his crimes through verbal manipulation, he can potentially lie his way to victory. The killer could try to rationalize his holding a weapon by saying, e.g., "I’m keeping this gun so the killer doesn’t find it." If a killer fails a murder attempt, and the intended victim reaches other players and excitedly reveals the killer tried to murder him, he will need to convince the players he did no such thing, and that the intended victim is lying and trying to frame him.
The killer may use other strategies to be a successful murderer. By thinking quickly he can appear guiltless to the other players. Ultimately, a normal player can never be 100% sure a person is truly the killer unless he witnesses a murder or a murder attempt. Keeping the other players from solidifying their own conjectures is crucial to playing the role of the killer.
All the puzzles of MMM must be replayable. Players should not find themselves bored solving the same puzzles each time they play the game. Some methods can be used to enhance puzzle replayability:
1. Random inclusion of puzzles
Not all puzzles need to be in the game each time it is played. When the game is initialized, certain puzzles will be randomly placed in the game, including all the objects, locations, and other puzzles which rely on the parent puzzles.
2. Serendipitous vs. non-serendipitous puzzles
Objects and object locations are randomized each time the game is played, so players will often find things they don't necessarily expect to find. Other times, they will need to find something to solve a puzzle but won’t know where it is or if another player already has it. Ideally, players will most often find things they don't expect to find (e.g., a key to an upstairs bedroom) rather than hunting for objects they need (e.g., a leaf-trimmer to remove a wasp nest outside a second-story window, so they can exit through the window and retrieve an object they see on the roof). The distinction between the serendipitous and non-serendipitous puzzles may be small, but it’s important. In the latter example, the player has a goal in mind (retrieving the object on the roof), but has to hunt for another item first. Players shouldn’t always know what to expect when solving a puzzle. They should feel as if they are constantly exploring the map in each game and uncovering new areas as they travel, rather than hunting everywhere for items they need.
The game falls under the category of survival horror. Survival horror can be an exciting feature of a game, and it normally requires careful thought and planning to achieve the element of surprise, e.g., when deadly creatures appear at the most unexpected moments. In MMM, the players are given enough tools to create their own survival horror atmosphere. The actions of the killer are entirely unpredictable, since it's left up to human intelligence rather than computer control. The players are given mechanisms of defense (e.g., finding and wearing bulletproof armor, locking doors behind them), but cannot actually fight back.
The player's feeling of seclusion is another important factor in survival horror. Players can only communicate with other players if they're in the same room. The intended atmosphere would be compromised if players could communicate with anyone at any time. Plus, giving players the ability to communicate with each other at any time may encourage the undesirable buddy system, i.e., players revealing their locations, following each other around, and revealing their "buddy" to everyone, so that if they die the other players will know the buddy did it.
Codename "MMM": The Toys
Throughout the game are objects the players can pick up and drop. These may be things like keys, or possible murder weapons such as a club, axe, rifle, chainsaw and so on. Whenever a player picks up a "toy" they leave their fingerprints on it. All players are given the ability to examine fingerprints with an assumed magnifying class, and they can view the last two fingerprints left on any object they pick up.
All players have the capability to view other players’ inventories if they get close enough to a character and use the Look command, but only for large items. Smaller items (e.g., keys, light bulbs) are assumed to be stashed in the character’s pockets. Some large items may even be noticeable on a character’s sprite. A player may be seen carrying an incriminating item, such as a rifle. A player may be found at a murder scene carrying a possible murder weapon.
The possible murder weapons are the obvious toys that directly influence the story. Some of them have counterparts. For example, the rifle can't be fired unless the player first finds a bullet. A blowgun can't be used until the player finds a poison dart.
Other items may help the killer avoid detection. If a player finds gloves or a handkerchief, they can avoid leaving fingerprints entirely. The killer could also get crafty by wearing gloves, picking up a possible murder weapon dropped by someone else, and planting it at a murder system, thus incriminating another player. For the other players, some items may help them avoid being chased by the killer, such as a wooden board to barricade a door.
Players can collaborate with other players via the in-game chat, if they manage to find each other, and share clues and insights. They can only talk to each other if they're in the same room, as this increases the feeling of seclusion. However, the paranoia will always be present, since a player can never be truly sure he’s teaming up with the right people. The killer may give himself away by failing a murder attempt, such as drawing a gun but not shooting it in time before the intended victim leaves the room. If this happens, the intended victim should find the other players and try to convince them who the killer is.
Other strategies using the toys are possible, too. It is up to the player to notice the clues left by the other players and think rationally to solve the murders.
For the events that occur at intervals during the game, certain items may give some players an edge. For example, the ghost of the original victim could only be seen if the player has a mystical seer stone in their possession.
All players have the capability to view other players’ inventories if they get close enough to a character and use the Look command, but only for large items. Smaller items (e.g., keys, light bulbs) are assumed to be stashed in the character’s pockets. Some large items may even be noticeable on a character’s sprite. A player may be seen carrying an incriminating item, such as a rifle. A player may be found at a murder scene carrying a possible murder weapon.
The possible murder weapons are the obvious toys that directly influence the story. Some of them have counterparts. For example, the rifle can't be fired unless the player first finds a bullet. A blowgun can't be used until the player finds a poison dart.
Other items may help the killer avoid detection. If a player finds gloves or a handkerchief, they can avoid leaving fingerprints entirely. The killer could also get crafty by wearing gloves, picking up a possible murder weapon dropped by someone else, and planting it at a murder system, thus incriminating another player. For the other players, some items may help them avoid being chased by the killer, such as a wooden board to barricade a door.
Players can collaborate with other players via the in-game chat, if they manage to find each other, and share clues and insights. They can only talk to each other if they're in the same room, as this increases the feeling of seclusion. However, the paranoia will always be present, since a player can never be truly sure he’s teaming up with the right people. The killer may give himself away by failing a murder attempt, such as drawing a gun but not shooting it in time before the intended victim leaves the room. If this happens, the intended victim should find the other players and try to convince them who the killer is.
Other strategies using the toys are possible, too. It is up to the player to notice the clues left by the other players and think rationally to solve the murders.
For the events that occur at intervals during the game, certain items may give some players an edge. For example, the ghost of the original victim could only be seen if the player has a mystical seer stone in their possession.
Codename "MMM": The Story
I've had an idea for a murder mystery story in the back of my mind for awhile, with the broader intent of eventually turning it into a game. The basic story is that there's been a murder with a killer on the loose. The story, however, is designed to introduce basic detective skills, though with more of a focus on the logic and problem-solving tasks, rather than modern crime scene investigation procedures.
This project is codenamed "MMM," or Multiplayer Murder Mystery. Throughout the game, both predetermined and dynamic events guide the story. These may happen either at set intervals or when certain conditions have been met. For example, every 10 minutes, clues can be dropped in strategic locations that may lead the players to better determine who the killer is, such as a footprint involuntarily left by the killer. Or after 15 minutes of gameplay, the original victim appears as a ghost, and while unable to speak, tries to lead the player in the direction of the killer before disappearing a few seconds later, which only leaves a vague hint of who the killer might be.
But the story is ultimately developed by the players, as they play with other human participants. The players must solve a series of ongoing murders occurring during the game by examining various clues and taking note of the activities of possible suspects. However, there’s a catch: the killer is one of the players, selected at random when the game begins.
The setting of the story is an isolated mansion estate, immediately after a murder has taken place. The estate includes the mansion exterior, consisting of a cemetery, servants quarters, and a stable. The mansion interior consists of two floors plus a basement wine cellar and an attic, as well as towers and secret rooms.
This project is codenamed "MMM," or Multiplayer Murder Mystery. Throughout the game, both predetermined and dynamic events guide the story. These may happen either at set intervals or when certain conditions have been met. For example, every 10 minutes, clues can be dropped in strategic locations that may lead the players to better determine who the killer is, such as a footprint involuntarily left by the killer. Or after 15 minutes of gameplay, the original victim appears as a ghost, and while unable to speak, tries to lead the player in the direction of the killer before disappearing a few seconds later, which only leaves a vague hint of who the killer might be.
But the story is ultimately developed by the players, as they play with other human participants. The players must solve a series of ongoing murders occurring during the game by examining various clues and taking note of the activities of possible suspects. However, there’s a catch: the killer is one of the players, selected at random when the game begins.
The setting of the story is an isolated mansion estate, immediately after a murder has taken place. The estate includes the mansion exterior, consisting of a cemetery, servants quarters, and a stable. The mansion interior consists of two floors plus a basement wine cellar and an attic, as well as towers and secret rooms.
Thursday, January 20, 2011
About Me
I’m Justin K. Reeve, and I’ve been the web manager for Weber School District in Utah since 2005. I'm not a teacher, but I have a passion for educational technology, and I love discovering new tech tools that help teachers engage their students better. I’m responsible for coming up with new web technology strategies for the district, and building the web sites to accommodate our parents, teachers, administrators, and students. If anything, my teaching interest is in professional development, and helping other teachers become better users of instructional technology.
Before my career in educational technology, I worked for private companies in various programming, database administration, and web development positions. I’m one of the founding members of the Venture Academy charter school in Ogden, Utah, and developed and implemented the school’s technology plan. I’m also the technology consultant for the Utah ASCD. I have a B.S. in Computer Science from Weber State University, and I’m currently pursuing a Masters degree in Educational Technology from Boise State University.
I see instructional technology as something that is immensely valuable, yet also lacking in our own school district (as well as educational institutions across the country). There is so much potential for new learning opportunities, new instructional styles, and initiating changes for the better that can be implemented through technology, and often educational professionals are simply unaware of the possibilities. I hope to use what I have been learning during the course of my professional and graduate careers to help teachers realize what they can do to better engage their students.
See http://blog.weber.k12.ut.us/jreeve for my other posts.
Before my career in educational technology, I worked for private companies in various programming, database administration, and web development positions. I’m one of the founding members of the Venture Academy charter school in Ogden, Utah, and developed and implemented the school’s technology plan. I’m also the technology consultant for the Utah ASCD. I have a B.S. in Computer Science from Weber State University, and I’m currently pursuing a Masters degree in Educational Technology from Boise State University.
I see instructional technology as something that is immensely valuable, yet also lacking in our own school district (as well as educational institutions across the country). There is so much potential for new learning opportunities, new instructional styles, and initiating changes for the better that can be implemented through technology, and often educational professionals are simply unaware of the possibilities. I hope to use what I have been learning during the course of my professional and graduate careers to help teachers realize what they can do to better engage their students.
See http://blog.weber.k12.ut.us/jreeve for my other posts.
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