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Off The Clock: My Own Personal Investigation Team

After years of trying to make it happen, I finally got to play Sherlock Holmes: Consulting Detective. I was not disappointed.

Welcome to Off the Clock, my weekly column about the stuff I've been doing while out of the office. This weekend, I spent my free time…

Solving Mysteries

No Caption Provided

After years of trying to find an affordable copy of Sherlock Holmes: Consulting Detective (plus a handful of friends willing and able to play with me), I finally got the opportunity to dig into this classic mystery/adventure game. (There's an FMV adaptation of the board game, too, but I don't really have any experience with that.)

For the uninitiated, Sherlock Holmes: Consulting Detective casts the players as the Baker Street Irregulars, a group of misfit investigators that Holmes occasionally relies on for information gathering and reconnaissance. At the start of the game one player reads aloud from a case booklet, setting up a murder or a theft or some other mystery that needs to be figured out. Once the introduction is over, players race against Holmes to try and solve it.

How do you do that? Well, you do what any good investigators would do. You roll out a map of London, peruse the day's newspaper, and flip through a hefty “directory”--sort of like a phone book--and decide where in town to go. Every building in town has a designator (Buckingham Palace is SW35, for instance), and when you decide where you want to go you, you open the case booklet to that designator and read the text that’s written there. It could be a long, multi-page interview with a suspect or a short paragraph about something (seemingly) irrelevant to your investigation. Sometimes it’s nothing at all… whoops. Once you think you have a handle on what happened, you turn to the end of the case booklet and try to answer six questions posed by Holmes about the crime (and its adjacent intrigues). You get points for getting the answer right and lose points for taking more turns (that is, visiting more points on the map) than Holmes did.

None of this would work if the mysteries were simple riddles (or even complex logic puzzles). If all you had to do was gather the evidence and line it up nicely, SH:CD wouldn’t produce that special sensation that you get when you finally do figure something out. You can’t have the feeling of finding a needle in a haystack without the hay, and you can’t feel like you’ve unraveled someone’s carefully guarded secret life without their life feeling messy and filled with irrelevant details.

My roommate's cat, Gracie, was a valuable co-investigator on our team.
My roommate's cat, Gracie, was a valuable co-investigator on our team.

It’s really hard to overstate the breadth of information available for you to find in any individual case. In our first game, the CEO of an arms manufacturing company was found dead in an alley outside company headquarters, and even after visiting multiple locations and getting what we thought was a fair amount of information on the case, we still had a lot of questions. Was the killing due to internal strife at the company? Was it tied to international corporate or military intrigue? Was a scorned lover involved, and if so which one? Each of these questions emerged out of multiple investigation points, seated carefully in a variety of sub-stories and character perspectives.

The first time through, we played with the intention of “winning” the game--largely because the Holmes of SH:CD is just as smug as his literary original. So, after just 10 turns, we convinced ourselves that we knew what happened and we went back to 221B Baker Street. We flipped to the back of the book, answered Holmes’ questions, read his solutions and realized that we could not have been more wrong. Whoops, again.

It was a learning experience, not only because we understood the game better, but because we learned what we wanted from the game. So we started the second case (this time about the death of an octogenarian general, the Battle of Waterloo, and… a jewel heist? Maybe?), and we decided to take a much less competitive attitude. In a sense, we were playing it the way many played Her Story, the database driven mystery game that got a ton of attention earlier this year. We weren’t racing against Sherlock, we committed to investigating until we were satisfied. (And, for the record, we still got things wrong. Don’t hire us as your detectives, I guess.)

Honestly, it’s hard not to compare SH:CD to Her Story. Both are games that feature open-ended investigation, and SH:CD is a keen reminder that Her Story shouldn’t be lauded simply for being “fresh," either. As Twitter user @VorpalFemme pointed just after it released, Her Story is not the first game on the market to feature database diving and non-linear storytelling. She notes that Christine Love’s Digital: A Love Story and Analogue: A Hate Story both let players dig through e-mail correspondence in a way similar to Her Story’s faux-desktop detective work. Taken more broadly, Emily Short's Galatea and First Draft of the Revolution offer unique takes on interactive exposition that blur the line between narrative "exploration" and authorship. And on a recent episode of Idle Thumbs, Nick Breckon realizes that Ancestry.com's uses "multiplayer" hooks and game-y reward systems to encourage a similar sort of "one-more-click" style of play.

If you have any fondness for old BBS interfaces and/or interactive fiction, you should definitely play Digital: A Love Story.
If you have any fondness for old BBS interfaces and/or interactive fiction, you should definitely play Digital: A Love Story.

It’s easy to find ourselves saying something like “Game X has done something no other game has done before,” but we should be careful of making those sorts of claims. The structure of the industry has historically made it easier for some games to “pierce” into the wider consciousness than others, and (though it’s a constant challenge) we should do our best to broaden the scope of our knowledge about the medium instead of making hyperbolic claims about originality. Beyond that, though, we should also do more than just say “this game is good because it does something new," since boiling any of these games down to their novelty alone does them a disservice. Instead, we should engage with their specific qualities. How do they execute on the concept of non-linear storytelling? What particular feeling does investigation create for the player in these games?

In the case of Sherlock Holmes: Consulting Detective, it is the game's quality of materiality that distinguishes it for me. It’s the feeling of flipping through pages, pointing at spot on the shared map on a table, measuring the distance traveled by a suspect to see if their alibi adds up. It’s even the fact that “the answers” exist in the book, waiting to be seen, constantly tempting your eyes. When I say “materiality,” I mean more than just the game’s physical attributes, too: Even the way the game is designed feels, somehow, touchable and real. For instance, as you complete cases, previous newspapers remain “in play”--in the second case we found an important clue in the broadsheet from in-game months prior. Your knowledge about the city and its inhabitants increases as you play, too, and it’s easy to find yourself slipping into character: “Well… We do know that guy at the city records department… Maybe he could tell us something?”

It’s a more objective-oriented mystery than Her Story and a less emotional one than Analogue, but it took me over in a way that neither of those games did. To lift a term from virtual reality marketing, it’s a game with presence. Just as, in the Elite: Dangerous VR demo, I forgot for the slightest moment that the pilot's hand wasn’t actually my hand, there were moments playing Sherlock Holmes: Consulting Detective where my brain's neurons fired in a confused pattern, so certain that I was cracking a real, important mystery wide open. Brief moments, yes, but intense all the same. A quarter second here, where I realize that someone’s alibi doesn’t add up; a half second there, when the evidence I’ve been hoping to find for the last two hours first springs into view; the length of the grin I gave my friend as he read the damning witness testimony aloud.

So far, I’ve worked through two of the game’s ten cases. That means there are eight more mysteries to solve... plus an expansion due sometime in 2016. I cannot wait to dive back into the streets of London again.

A quick question for you all, though: So much of my experience of Sherlock Holmes: Consulting Detective changed when we decided to focus on solving the mystery instead of just trying to beat Sherlock's score. Do you have any gaming experiences where, because you shifted your focus/goals, your experience was greatly improved? Maybe you lowered (or increased) the difficulty in an FPS or maybe you decided to play as a different class in an RPG? Maybe it's even about who (or where, or when) you decided to play something? Let me know!

Oh, and because our answers have been so good every week, I'm going to start grabbing a handful of my favorite comments and highlighting them in a post every Friday afternoon! If you'd prefer your answer not to be included in that post, let me know and I'll respect that.

I also spent some this time this week...

Listening to: "Sunshine" by Pusha T

Reading: "Get rich or die vlogging: The sad economics of internet fame" by Gaby Dunn

Watching: Rifftrax's Star Wars Holiday Special Commentary (Go for the Wookies, stay for the 70s TV ads).

110 Comments

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KevinWalsh

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Darkest Before Dawn is going to be nasty. Been listening to C.C.C. non-stop since it came out.

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isawachuck

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Awesome! I too have wanted to play this game for some time. It sounds like you had a great time!

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hassun

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I wonder if Asutin is interested in teaming up with TeamGFB for some Sherlock Holmes mystery solving...

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jhunterlax28

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In Far Cry 3, I switched to hard difficulty after the first few hours. This led to me engaging much more in stealth, focusing on which gun types I was combining, etc. It became my favorite game of 2012, and I don't think I would have loved it as much if I just continued on the standard difficulty.

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InsidiousTuna

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I bought a copy of SH:CD earlier this year and I'm dying to play it.

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HomieGSB

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Damn, that Sherlock game sounds pretty interesting.

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jtruiss1

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I'm on a Sherlock kick after watching the BBC series. This is just taking me deeper into the hole...

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BravePoptart

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Sounds interesting, I'll have to check it out sometime.

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Sin4profit

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Aw yeah, board games! To answer your question, in a lot of Co-op board games i'll change the rules on the fly if it means a little extra reach...We still fail, but the moment of hope when i say, "fuck it; house rules" is pretty sweet.

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helenquinn

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I usually can't do this for much more than maybe a single play session at a time, but I find that my experience playing open-world games improves when I try to treat the worlds as real things. Obviously people have been doing that sort of things in GTA and Elder Scrolls and the like for a long time, but surprisingly enough I actually really enjoy it in games like Assassin's Creed. As a disclaimer, I'm a crazy person whose favorite Assassin's Creed game is the first one (primarily for the visual design and tone of that game), and have largely not enjoyed it when the series goes for a super light-hearted adventure story (I didn't much care for AC4 and have been enjoying the gameplay of Syndicate but have been skipping the majority of cutscenes).

That said, I was initially having a really tough time getting into AC: Syndicate. I didn't think it looked very different from Unity, and since I wasn't enjoying the story I felt like there was no reason to keep going even though I was enjoying myself while actually playing. However, I got a very stealth-focused mission and decided to try to do it without being spotted at all. After completing the first objective, I had to get to a large building about half a district away, and in a small bit of role-playing I just walked the entire way. Not running, not climbing, just walking through London to my goal. Spending that five minutes strolling through the streets made me notice all the small details on the building I had missed, the incredible lighting engine they have in that game, and even things on my character's clothing I hadn't noticed before. Those moments were probably the most I enjoyed that game.

I sometimes feel like due to the pressure on open-world games to present constant fun (so they can appeal to a large audience and recoup the gigantic development costs) they lose out on the fun of truly discovering a world and not just discovering objectives in that world. I remember that being the thing that made me fall in love with Morrowind at a time when I actually didn't even really know what an RPG was and had no clue how to play that game, which lead to me spending more time just walking than I did doing quests, and probably enjoying it more than I would have otherwise.

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csl316

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Playing Sherlock on the Sega CD when I could barely speak English was a heck of a time.

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philipaubrey

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@hassun said:

I wonder if Asutin is interested in teaming up with TeamGFB for some Sherlock Holmes mystery solving...

this is a fantastic idea.

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falconer

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I am by no means a racing game savant, but I'm also not terrible. That being said, the AI is so bad in the Forza Motorsport games that I have to turn the difficulty down for single player to get any enjoyment out of it. This has nothing to do with Drivatars, as this has been a significant problem since at least FM4.

In a single player race, you're typically started farther back in the pack, if not dead last. This makes sense and doesn't bother me. What does bother me is the fact that the first two cars on the grid are significantly faster than the rest of the pack. So while you're fighting your way through a bunch of AI cars that have ZERO concept of where you are, or give a rats ass if they've made contact with you (again, this has nothing to do with Drivatar, the AI in Forza is awful), the first two cars are like 30 seconds ahead of you by the time your through the rest.

So, I turn the AI down a couple notches from my actual skill level in order to get around this. So instead of the first two cars being 30 seconds ahead, they're maybe five seconds head. That's much more reasonable. Oh, and once I pass the front two? Their speed drops down to the rest of the pack and I leave them in the dust.

I love Forza, and single player was often what I played while listening to podcasts (it's how I stayed sane getting 100% completion in FM3). But, I'm legitimately baffled as to why, after at least three games with this exact, reproducible problem, it hasn't been fixed yet.

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White_Lando

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Yes, having played about half a dozen of the cases in Sherlock Holmes, go in with the mindset that if you can actually get a score higher than zero, you won. Some cases are better than others, more than once when we decided we had enough information to offer our solution found questions on a smaller side case we didn't even pick up on involving characters we never encountered.

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phish09

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Edited By phish09

My girlfriend and I have played 9 of the 10 included mysteries in this game and have not "beat" one of them yet, despite being so certain of our conclusions at times. We have pages and pages of notes. I'd love to see what you guys have written down. It's so difficult. Would love to see a video of a GBeast attempt some time.

Also, Her Story is stunning and one of the best co-op games that Erin and I have ever played together, but you're right that it's not really comparable in terms of what it asks of the player.

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SMGB25

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As the years go by and I've been a Dungeon Master for 4th Edition Dungeons and Dragons, dabbled in Star Wars: Edge of the Empire, and now 5th Edition D&D, I think about what kind of experience I want to get from the table and our time there.
I've read a lot about different strategies: playing the villain, playing god, railroading a narrative... I've got friends on Facebook who insist on trying to murder the player characters each session. That just isn't my thing.

So to wrap back around to your question this week, the moment I decided it was more about telling a story with these characters in the world, not necessarily trying to kill them each battle (or go the other route and give them a massive power fantasy), but focus on the narrative and player interaction, it became more fun for me. We don't linger on rules so much, inspiration and adventage/disadvantage help guide exciting moments, and I think it helps player engagement overall.

As the Dungeon Master, I'm providing opportunities for players to roleplay and tell their characters' stories. Storytelling puppet-master, rather than vengeful god.

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eccentrix

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Having done similar things in real life, that game sounds incredible. I wish I had friends :(

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w00master

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Edited By w00master

Sherlock is good solid fun. However, if you wanna go further down the rabbit hole, check out the Jeremy Brett Sherlock Holmes series. IMHO, he is the definitive version of Sherlock Holmes.

https://www.youtube.com/watch?v=3UOTIW83oXs

@jtruiss1 said:

I'm on a Sherlock kick after watching the BBC series. This is just taking me deeper into the hole...

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Mento

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Mento  Moderator

I'm not sure if this is answering the question, but it wasn't until I played Doom on its second hardest mode that I was able to fully appreciate it.

The first incarnation of that game I'd played was the SNES version, and as well as being a blurry mess it didn't have a "save anywhere" feature or cheats to mitigate the challenge of the later areas and so I never played it above the initial two difficulty levels. I'd also skulk carefully around corners, trying to get the drop on enemies before they spotted me, because I really didn't want to die and get kicked back to the start with just a pistol.

After picking up the PC and XBLA versions some years later, I've determined that playing the game as a madman wildly running around with a shotgun and a hundred enemies on your tail is definitely the preferred way to play.

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jordanxjordan

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Earlier in the year, I purchased Bloodborne. I had never actually played a Souls game, but I had been spending a lot of time watching different streams, both here on GB and other random ones on Youtube. I was so excited about my purchase and the chance to actually dive into some extra-difficult, satisfyingly combat. I spent multiple hours trying to beat the first boss. Grind, level, fight, die, repeat. By the 4th day, I was sick of it. I was ready to trade the game in and admit defeat. Thankfully, my wife nixed the idea. We spent $60 on this game, and by God, I was going to play it. So I decided to switch my focus. Instead of relying solely only on combat and gameplay to drive me forward, I began to role-play. Now, having beaten the game, my character has a rich backstory (in my head, that is). The motivation that drove my character drove me. Changing my attitude from player to storyteller allowed me to fully experience a game that I now consider one of my favorites.

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CardCaptorKaren

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About adjusting goals, when I got into sim racing games I found I increasingly put less and less emphasis on winning every race and more on getting into fun battles for position. Doesn't matter whether it's for 1st or last usually, if you get to spend the race really being pushed it can produce the kind of story in your head that you end up wanting to tell everyone for several days. That in turn helps me to better enjoy other games where it's more about the journey than the end result.

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austin_walker

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@smgb25: You should really, really check out what's been happening in the independent tabletop RPG scene over the last few years! Things like Apocalypse World, Dungeon World, and Mouseguard would be right up your alley!

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Sergio

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The reprint is only $20 on Amazon right now. Good deal without resellers jacking up the price, like Codenames.

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Zornack

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Damn that's a cute cat.

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Relkin

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I used to like to see all the different paths a game could take. I was the type of person that would strategically save at certain points so I could see what would happen if you decided to blow up Megaton or not.

When I played Dragon Age: Origins back in 2011, I found that I wasn't doing that anymore; I didn't want to know what the other outcomes were. I didn't want to know what would happen if I sided with A instead of B. Maybe I derive more pleasure from imagining the possible outcomes than actually seeing them. Whatever the reason is, I've found that I much prefer this style of play over my previous one.

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Macka1080

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Great write-up, Austin!

For me, the most drastic change in my gaming experience came when I finally divested myself of the drive to play all the games, asap. Accepting that I could not keep up with the industry gave me the freedom to play at my own pace, and ever since I've adopted a more lackadaisical approach. In games like The Witcher 3, I spent plenty of time just wandering around the world, basking in sunsets, riding through the rain, and hiking up mountains to enjoy panoramic vistas I would never have seen had I been hewing to the critical path. Sure, it means I'm often way behind everyone else when it comes to new releases, but I feel like I get a whole lot more out of the games I do play when I digest them slowly, thoughtfully, breezily.

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antipothis

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When I was younger, I'd play Zelda LTTP pretending to be an evil wizard, using all my magical gear for terrible deeds of stealing money, and scaring villagers, and fighting town guards.

More recently, I do less direct roleplay, and end up thinking about silly contexual secret things about characters. Like suddenly my GTA online character has a drinking problem, because I like watching the progressively drunk drinking animations. Or that man, all of the corporations in the EDF universe have their shit together, beacuse human weapons rock against aliens. The military, and civilian government are shockingly b-movie incompetent and require an A-Team style group of four soldiers hand-picked from the various branches of the military to get shit done.

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retrovirus

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Edited By retrovirus

Playing Dark Souls helped me realize that I actually enjoy playing the "bruiser/strength" archetype in games as opposed to the "agility" ones. Sure, there's the option of being the speed-focused dervish; nimbly dodging across the battlefield in a whirl of blades. However, I realized I was much more invested and careful when playing strength build characters that weren't as able to escape dangerous combat situations.

Also, I find that being able to cleave enemies in twain with giant broadswords, axes, and halberds in fewer strikes than the "death by a thousand cuts" mantra is much easier. Being an enemy-crushing, tanky brute doesn't have to mean a lack or intelligence or care in playstyle at all. Carefully considering dodge speeds, giant weapon arcs, and stamina management felt more rewarding when I was able to use these limited resources for huge (damage and otherwise) gains. Plus, giant plate armor is always cooler.

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NeverGameOver

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Edited By NeverGameOver

Hi @austin_walker - I know that you've been really busy this week and that you had to push to get this one out, but I really appreciate it. Great work, as always, my man. I find all of your content entertaining, and I am hoping to delve into the world of http://friendsatthetable.net/ very soon. Keep crushing gbeast.

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pegasuswinks

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About 5-6 years back my friend got me into the original Guild Wars with all its expansions, and we spent a lot of time playing PvP (Jade Quarry/Aspen Wood mostly). I always tended towards ranged dps characters but my friend insisted I try PvP Monk and Mesmer instead.

Suddenly I was playing a completely different game: healing in the chaotic battlegrounds with so many different fights going on at the same time was such an intense experience, and nothing felt better than to interrupt a key skill of the enemy healer or caster and watch them stand around in frustration. It ended up being some of the most fun I've had with a game for a very long time and I remember that time with great fondness.

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Lurkero

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Edited By Lurkero

I'm disappointed with the lack of Austin in a fedora as a header image.

My experiences were greatly improved when I decided to shift my video gaming focus from big budget, graphically impressive games to smaller and less grandiose indie games.

This resulted in me discovering many impressive indie games that offered much more satisfying experiences than the mass market appeal retail releases that were regular fare during the time (Call of Duty, Assassin's Creed, Madden, etc.). If I didn't shift my focus, I would have never encountered Toki Tori 2 and fell in love.

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BallsLeon

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Edited By BallsLeon

You're the man @austin_walker, big fan of these articles.

Off the top of my head, WoW didn't click for me until my brother started playing. Then boy did it click... missed out on a lot of games because of it. But, it allowed us to remain close even when we were states apart. It was either that or the quest to constantly one up each other in DPS.

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PhilipK

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Hi @austin_walker

Great article!

Just wanted to give you a heads up that there are some gamebreaking typos in the 3rd case of SH:CD. You can find an unofficial errata at the boardgamegeek forums .

Would love to see a feature like unplugged, where the gbeasts sit down and play some non-video games.

Oh and the thing i do is to play open world games once, focus only on the main story, get it out of the way. Then i reroll a new character, and play them again as if the main story did not exist, preferably without fast-travel.

Keep up the good work

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moregrammarplz

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I typically play games on the Normal difficulty setting, or even Easy when I'm only interested in the plot and the gameplay doesn't interest me. I went into The Last of Us with this same mindset, but after playing for a good while, I wasn't feeling very into it. The story was engaging enough, but the game felt like an iteration on Uncharted. The post-apocalyptic surroundings and themes of scarcity didn't seem to reflect the actual difficulty of surviving in the game. After a few hours, my guns were all fully loaded and my backpack was full to bursting with blades, bindings, rags, and alcohol.

On a whim I decided to restart on Grounded difficulty, the highest difficulty in the game - two steps beyond Hard.

My experience with the game has completely transformed. The Grounded difficulty feeds into the story and the atmosphere in a very real way. Ammo is scarce - finding a single bullet in a ruined house is cause for celebration. Committing enemy patrol patterns to memory is a necessity, as getting into a single gun battle can cause you to eat up through all of the ammo you've collected since the very beginning of the game - and that's if you survive, which is incredibly difficult when all you can take are two or three bullets before expiring. The removal of the Listen mode, which allows Joel to see enemies through walls on lower difficulties, makes it almost a necessity to plug in headphones and guess at enemy positions based on acoustic cues alone. I particularly enjoy figuring out where to ambush each enemy on their patrol route so that his allies nearby won't spot me during the lengthy stealth kill animation. Even though I die quite often, each death offers me some new bit of insight to the way the enemies in that particular encounter function.

I'm having a blast. Hopefully I can find some more games whose higher difficulty settings bring more to the table than just enemies that can take twenty bullets to the head.

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shrinerr

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Edited By shrinerr

here's another link to Sunshine if you can't get Austin's link to work.

http://www.cc.com/video-clips/bahyyq/the-daily-show-with-trevor-noah-pusha-t----sunshine-

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noblenerf

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I'm a broken record at this point, but you've made another insightful article. Thanks Austin, and keep up the good work! I really like the question aspect of this feature--it's very rare that I really try to think about stuff like this, let alone articulate it.

Anyways, to the question: I really wish I could say "ironman XCOM" but I simply couldn't do it--I broke my self-imposed saving pact because... dammit... it's so tough. So my answer is "puppeteering" in Crusader Kings 2.

Let me explain: in Crusader Kings 2, I don't play to win, but try to roleplay the character I'm dealt. This can mean spending generations in irreverence as they pursue their own mad goals, but ultimately it gives my games a great deal of personality, giving me the room to essentially make storylines and campaigns of my own. (You'd be surprised how much character people in CK2 can have, let alone the dynasties they're members of.) It's a very fun contrast to my cold, mechanical method of playing Europa Universalis 4.

Playing CK2 to win, at least to me, feels like I'm wasting its potential. With all the traits, random elements, and downright bizarre options available, not to mention a lack of Europa's more sophisticated growth/trade/imperial mechanics, it simply isn't as fun to embrace in an identical manner. Don't get me wrong--watching my empire grow is fun, but recapturing it after self-inflicted civil war is even better.

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rkk667

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Shifting goals is very common in gaming. I usually play single player and used to switch between "story" and "grind". Modern games let you switch between the critical path and collecting crap/side goals.

Same thing maybe but _some_ games are beautiful for it.

Persona 4 comes to mind.

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bkbroiler

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I love these articles!

I lowered the difficulty on Uncharted 3 to easy after having a frustrating time on Uncharted 2, and felt way more in line with the free-wheeling, wise-cracking protagonist as a result.

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daggon55

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So if you like deduction style board games you should try Letters from Whitechapel or Fury of Dracula, they're both 1 vs many style games based on deduction. They're more mechanical than SH but have more replay value and I found that switching up the bad guy within your group can be a lot fun as different people make for a very different Jack the Ripper\Dracula.

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MikeLemmer

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I played MGSV without silencers or tranquilizers. It makes for a much tenser experience; if you get spotted at range, things will get loud (or at least alarmed) even if you shoot the spotter. I got really good at melee takedowns, rocket punches, and KOing people with inflatable decoys by the end of it.

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TravisMccG

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So I've also played the first two SH:CD cases now... and I really don't think they're very good. One of my problems with the game is the same problem that I had with L.A. Noire, which was that you are not your character. Your character goes to places and asks things, but those may not be the things you want to ask.
SH:CD has a worse problem, in that yeah, it's a database game, meaning that you may go to a place, and you may learn the answer to a question that you haven't even thought to ask yet. Thanks to that jeweler, I now know the alibi of a person I've never heard of before, and the character didn't ask about the thing I was actually there for. Cool.

Thematically, I have problems with how the game explains that Holmes solves the cases on only a few steps. Holmesian logic is described as "once you eliminate the impossible, whatever is left, however improbable, must be correct." The game however has Holmes make HUGE deductive leaps, and completely ignore obvious leads and possibilities. A real Holmes story would explain how Sherlock used deduction to eliminate leads, but this game doesn't do that. It just has him say "Well the murderer must be french, and there was a french guy in the paper, so he did it."

Add to this frustration with both format and content that over the last 4 years I've really gotten into tabletop RPGs, and recognize a lot of this game as "crappy GM who doesn't want to have NPCs answer questions." I should say that Austin did a *wonderful* version of the game for Friends at the Table, which solved a lot of problems with SH:CD by just adding interactivity, and reducing the number of locations that can be visited. Delivering less, but better content is definitely the way to go with something like this. Letting players actually interact with the people they're talking to is infinitely more interesting than having prescribed conversations. Granted, free flowing conversation's not something you can really do with a board or video game, so it really takes someone being a really good GM to pull it off.
But god it's worth it.

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ronindrummer200

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Edited By ronindrummer200

When I was playing Diablo 2 non-stop, min-maxing of characters was required from level 1 up until 99. There was never a break. Gain 3 levels, look at your build, repeat. Forever. Realized you misspent a point is dexterity when it should have gone into vitality? Start Over. Some of the newer releases, like Torchlight, felt a little different while being more of the same. Respecing helped ease the fear but, not the burden of the constant checking of skills and builds. It was all still there, waiting on me to click the wrong thing and go buy a potion and check the chart again. Diablo 3 was a MAJOR change to the formula. I was definitely not the only person "upset" initially at the changes. Where was the honor in the charts!? What were you earning if not superiority in research and builds? I ignored it upon initial release. I wasn't going to be apart of their new well-balanced skill system.

When the game finally came to consoles I dipped my toe in a little. Couch co-op was all the rage and this would feel more like Champions of Norrath than Diablo. I was hooked. I fell in to the deep end immediately. Gave the console version to a friend and bought it on PC. I didn't need charts or graphs or various detailed online wikis. I could just hit number 3 and throw out as many hammers as I wanted and that was okay. Then, I could switch to fist of the heavens on a WHIM and destroy an act with a totally different build. Everything Was Different. Now, many more hours in, I can dive in a little deeper with the item builds. Its all still there, waiting on me, but the burden falls much later. I can finally relax into the grind and click instead of stress out every time I heard the ding.

Sidenote - Bloodborne is also a good fit for this.

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Rasrimra

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Edited By Rasrimra

There's only one game that strongly comes to mind and that is Minecraft. In Minecraft I set new goals I set a new focus and it turns into a challenge that is fun to achieve. If you don't shift your goals and focus in singleplayer Minecraft, then it's kind of a barren experience?

I suppose I shift my expectations of Battlefront. That probably doesn't count. At first I thought it would be a deeper BattleField like experience. And I thought it suuuuucked. Once I let go of that idea and took it for what it was - a mindless, tactless, shallow run in and die game with beautiful Star Wars aesthetics - I still think it's a bad game but I did suddenly enjoy it more than before. You could also call that 'giving up' I guess.

A similar thing happened with Doom 3. I thought it was a horror game and by crawling about slowly I made the game 10x more tense, intense, and drawn out. Which sounds OK, but I am not very good with horror games. It wasn't until maybe 10 hours in that I saw someone play the beginning of Doom 3, online. And they were running, guns blazing, and it looked like a ton of fun. So, I did too, and the game immediately became less scary and I had a much better time playing the game that way.

I think it happens more in board games than in video games. Because video games today tend to be more predictable. There's a lot of media content that you have probably seen or heard of before playing that game. Video games have genres that most games tend to really stick to. With board games things tend to be a little less predictable, and not only because so much of a board game experience depends on the people playing it. It tends to feel like the first minutes of any video game in which you are figuring out how things work in this game, how important things are, but it tends to take more like 2 hours. Maybe it's a little bit like an old western RPG game with many perks to pick from. Yet you don't know how useful those perks will be. Do you want lock picking? Because there are only 4 locked doors in the whole game, and they are not very hard to pass by, but you don't know that yet. In board games you tend to have that pile of 'important' cards, but you have no clue what cards are in there until you've played the game a couple times. So I think in board games this is something that happens a lot. After your first game your focus shifts a lot and your expectations too. And that is why, when you play a board game with me for the first time, I will try to make it more fun for you, rather than trying to win no matter the consequences. Because if that first game makes you feel bad, you'll never play that board game, or perhaps any board game, again.

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rocketfalls

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Oh shit, consulting detective, I fucking adore this game, only have had the chance to play a few cases. The other game from the guys who made this, "Witness", is a very different flavor, but it's definitely still worth checking out. For the record, case 3 in SHCD is... awful. Widely regarded as awful. Honestly, I would genuinely, whole-heartedly recommend you skip it. There's some translation errors that make it annoying to solve, but even with the errata the basic premise of the case is just doodoo compared to the others. I'd say it's not worth the trouble.

You should get Pandemic Legacy on your to-play list, Austin. I think you'd love that one.

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jschlic

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Edited By jschlic

@austin_walker I'd be surprised if you haven't checked it out, but The Epic by Kamasi Washington has been my go to writing/ studying music.

Jazz album by the horn arranger for Kendrick Lamar's To Pimp A Butterfly.

It's Coltrane through a modern lens in the best possible way.

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Do you have any gaming experiences where, because you shifted your focus/goals, your experience was greatly improved?

Fighting games taught me that changing your goal from winning to self-improvement will ultimately make you a better player and make the game more fun.

It's something that applies to other MP games as well, like MOBA and FPS and you can tell the typical 'rager' you see online a lot has not picked up on that yet.

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WrathOfGod

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Edited By WrathOfGod

Yo, that Pusha track though. If I had a weekly column where I listed what I was listening to, it would be "some Re-Up Gang stuff and also Eric B.'s 'Chinese Arithmetic'" every time I hit publish.

I'm going to continue my tradition of only barely and tangentially answering your questions! I feel like you'd be ok with that, though. Like a teacher that's just glad *someone* did their history homework over Christmas break. I'm engaging with your brand and that's all that matters!!!!!

Anyway.

When I was growing up, the primary way I interacted with games was through watching my father play. It wasn't the way I *most often* interacted with games, but it was the way I...most cared about games. I would play fighting games against him all the time, and I would fool around on my own during all hours, but that was just idle time-wasting until the main event. I just wanted to watch my dad kick some ass. There are, of course, many reasons for this, but the one I'll hone in on is that I vehemently disliked dying in games. States of failure were nothing but stressful and disheartening to me. It was much more enjoyable watching Superhero Dad trounce the villains while I chilled out behind his shoulder.

That aversion to simulated death had an extremely long reach. With rare exception, I would never leave the starting hub in games. I would take in the tranquility of Kokiri Forest and bound around the flat-shaded hills of Peach's Castle, but I wasn't going to venture into Dodongo's Cavern or any water levels where drowning is an ever-disquieting threat. I was content to engage with games mechanically, in a safe or relatively non-threatening sandbox, but the claustrophobia that later, more difficult, and more guided sections of games induce was Too Much for me. I don't think I ever beat a traditionally-structured game until Super Mario 64 came out for the DS (which is a game so docile that it's like eating cotton candy to overcome your fear of habanero peppers). After that, I think the next game I beat was Mortal Kombat: Deception's Konquest mode -- but not the arcade ladder. The deaths come too quickly there. Both of those games were in series I had been messing around in for a decade beforehand, though, and that familiarity helped push me through to the credits.

My time with video games since those breakthroughs had basically been about forcing that door open wider. I starting beating games very occasionally, but not more than maybe one in ten games I acquired? One in fifteen, even? The way I opened that door for good, and I suppose the closest thing to an answer to your question that this comment will have, is I started to keep a log of games that I had beaten. At first, it was just a mental checklist. Usually, I'd tackle game series or sections of a game rather than individual whole games. This gave me a completable and 'necessary' task. I can't play Metal Gear Solid 2 until I beat MGS1, or play Modern Warfare's multiplayer with my friends until I beat the campaign, after all! That consciousness about my weirdo problem, the recognition that I was deliberately fighting against it, evaporated my issue with game deaths.

But behind that issue was a different, separate issue of motivation. Yeah, I COULD beat a game if I wanted to, but God, I have so many games and they all need played and games are long and I could just keep playing Burnout Paradise instead. Divorced from some larger goal, what's the point of beating an individual game? To give it a point, early last year, I started recording beaten games in an Evernote file. The fear of failure had long vanished by now, but this NEW HOTNESS (Evernote. Evernote is the new hotness.) addressed my motivation problem. Knowing that I must BEAT THIS GAME in order for it to be 'canonized' in my dumb little notepad was and is enough to get me to complete most games I pick up now. And hey, y'know, seeing a game through to the end is fun. Turns out endings give you closure! Huh!

I still get pangs of anxiety when I hit a game over screen in a game like Dark Souls though. My desire to beat games lead me down a different dark path where I get real irritated at games when I'm not making progress or when a checkpoint throws me 10 minutes back in time. Unless it's a game without progression. Rocket League is just Peach's Castle but with cars, after all.

But still, I feel liberated in a way.

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quirkwood

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Captain_Insano

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More board games!!

Join us Austin!

http://www.giantbomb.com/forums/off-topic-31/board-games-1775193/?page=6

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Redhotchilimist

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Edited By Redhotchilimist

I have shifted my goals, or focus, when the game was better at something different than I expected. I can think of two examples.

1) Romance in Dragon Age Origins. I don't really roleplay, I'm always just me, although the player character doesn't have to look a thing like me. I like women. So when I played a female dwarf in Origins, I figured I'd go for the lesbian option, who's Leliana. But I couldn't stand Leliana, she was annoying and dull. On the other hand, I found myself torn between insecure sarcastic gentleman prince Alistair/pathetic rogue assassin badboy Zevran, who were both interesting and funny characters.

2) Skullgirls changing what kind of character I play in fighting games. They put out a demo with two characters a while before the game was out, so me and my flatmate played one of them each. The one I chose was a grappler character, Cerebella. And while I always like those in concept because they are huge, she's the first grappler character that I actually had fun playing. She had armored attacks that would move her quickly across the screen. The simpler than usual directional inputs and the way Skullgirls register the controller motions meant I could pull off all of her command grabs reliably. I don't just like playing her, I gained an appreciation for characters I was bad at playing before, like Zangief and R. Mika. And that would not have happened if I wasn't stuck playing her for weeks or if they had made playing her as difficult as I used to find grapplers.

It was a nice idea to have user questions in this column. Even though I have nothing to say about Consulting Detective, Her Story or Hate Story on account of not having played any of them, I can leave a comment reflecting on my own experiences.