detective story & Ren'ai mechanisms...
Posted: Mon May 03, 2010 4:54 pm
I'm toying with this idea:
The classical ren'ai mechanism, building the affection & relationship, surely can be successfully used in detective/mystery stories, and is incredibly basic the concept that I wonder no one have thought about (well, there's no much translated or fantranslated Japanese detective adventures, whose trace back since Famicom days, so I can't 100% sure) that the same relation-building can be used in a detective-solving context: How many witness, or even victims, will say promptly & thoroughly what they seen or even suffered ? (I admit, this thinking was lateral in my musings about the rapelay affair) (no, I don't think about a torquemada sim, albeit should be the best frustration-venting videogame ever, but I digress....) Detective works is also building witness and victim's confidence leading to their giving these little details whose help immensely in solving & closing the case, even if the case became an "affair"
I guess that the best telefilm models of the type are the German "inspector Derrick" and the US "Lieutenant Colombo"; in Ren'py/VNs the mechanism should be choosing the "magic" question or words whose ease the witness/victim and they became slowly or quickly more cooperative to the investigation, trusting the detective, both professionally and personally.
Throw in the mix a really intimidating environment or circumstances, like Mafia, big corporations (the witness can be an employee with knowledge of compromising details) politicians ('nuff said...), a family and/or environment with strict mores, and the recipe for an excellent storyline(s) and great game is concocted
comments & opinions ? (and perhaps someone starting to implement the idea... )
Best regards from Italy,
Dott. Piergiorgio.
The classical ren'ai mechanism, building the affection & relationship, surely can be successfully used in detective/mystery stories, and is incredibly basic the concept that I wonder no one have thought about (well, there's no much translated or fantranslated Japanese detective adventures, whose trace back since Famicom days, so I can't 100% sure) that the same relation-building can be used in a detective-solving context: How many witness, or even victims, will say promptly & thoroughly what they seen or even suffered ? (I admit, this thinking was lateral in my musings about the rapelay affair) (no, I don't think about a torquemada sim, albeit should be the best frustration-venting videogame ever, but I digress....) Detective works is also building witness and victim's confidence leading to their giving these little details whose help immensely in solving & closing the case, even if the case became an "affair"
I guess that the best telefilm models of the type are the German "inspector Derrick" and the US "Lieutenant Colombo"; in Ren'py/VNs the mechanism should be choosing the "magic" question or words whose ease the witness/victim and they became slowly or quickly more cooperative to the investigation, trusting the detective, both professionally and personally.
Throw in the mix a really intimidating environment or circumstances, like Mafia, big corporations (the witness can be an employee with knowledge of compromising details) politicians ('nuff said...), a family and/or environment with strict mores, and the recipe for an excellent storyline(s) and great game is concocted
comments & opinions ? (and perhaps someone starting to implement the idea... )
Best regards from Italy,
Dott. Piergiorgio.