- Joined
- May 14, 2019
One way to write a compelling story. Not the only way. Not even the traditional way. That was a very specific subgenre of mysteries. Detective stories don't have to be framed as a "can you solve it yourself" puzzle. They can. Let me give an example, Monk is fairly close (as I recall) to that ideal of a show where you can reason out who did it. I may be completely wrong, I remember it through the dim haze of childhood when my parents made a game of trying to predict who it was, but that was my impression. Columbo, on the other hand, gives it away right at the very start. It's about the getting there. Disco Elysium has the mystery. I was mystified most of the time. But the point wasn't the end goal, though I was satisfied to get that, it was the prose, the unionland politics (I may care a lot more about that than other people, I'm heavily invested in the West Virginia Coalfield Wars), the worldbuilding, and so on.I mean yeah, the rules aren't there to be arbitrarily followed, they're guidelines for making comeplling stories.
This is one of those things where I doubt a sequel could contribute much. I'd rather see other people try to mimic its approach towards RPG design but flesh it out into more of a game instead of a visual novel that makes you keep rerolling. My favorite part of it, mechanically, was it breaking down charisma and intelligence into all of its different little components, including some really unconventional stuff like Inland Empire (best stat).
Here's a stat idea that I think might have been in a Fallout game: animal whisperer. Like Empathy but gives insight into animal behavior instead of human motivation.
I do think Drama was poorly written. It just boiled down to "I know in my gut they're not lying" instead of describing what about their face/behavior implies honesty/deceit.