Thursday, February 24, 2011

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.

1 comment:

  1. I like the level of detail you are getting to and the grizzly emotionally on-the-edge feeling of being in a space where you might be a victim, unless you are part of a conspiracy of some kind.

    What do you think are some of the embedded "lessons" of the game that will be learned via playing? If everyone just bands together in a room for protection, what will make the game move forward?

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