Shadows of Doubt

Shadows of Doubt

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Droolguy May 4, 2023 @ 9:02pm
... extremely vague clues.
So I just got a side mission through a middleman sending me to a dead drop briefcase...

The clues it gave me are age 27, lives in a specific building, and has a shoe size of 8.

How am I supposed to solve that?

AFAIK there is no reliable way to get mass shoe sizes, nor age, for the entire population of a building.
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Showing 46-60 of 68 comments
Psyringe May 6, 2023 @ 12:08am 
Originally posted by Serath:
Originally posted by Psyringe:
Part of the reason why I'm enjoying this game, is that it _can_ generate cases that are tough to crack. That's a welcome change from the excessive handholding that lots of other games do.

I find the detective work very immersive _because_ the game doesn't only give you easy cases. Real detective work involves a lot of legwork too, a lot of dead ends, and some cases a real detective might not be able to solve.

I agree with your points here, but the problem is it generates these near impossible cases even on Easy difficulty.
Yes, that's a good point. If the game could limit the likelihood of cases that are very hard to solve to higher difficulty settings, then that might satisfy players on both sides of the spectrum.

Currently, I don't think difficulty affects the generation of cases at all. If it would (preferably as a separate setting from economic or combat difficulty), then that would be useful.
This thread is wild so I'm going to try my best to summarize. Feel free to shout at me if you think my summary is bad, actually.

Drama aside, everyone seems to agree that the information provided at the start of a case must meet some minimum threshold of uniqueness to have just one correct answer that can be found by the player alone (without the game filling in the blanks for you). The disagreement seems to be mainly about how to fix it, if it needs fixing, and/or what that minimum threshold of unique info should be considered to be.

Suggestions given in this thread so far:
- Allow more than one answer to be accepted as the "solution", provided it meets the criteria of the initial description.
- Control amount/overall specificity of target details to ensure all cases meet the minimum acceptable threshold of uniqueness (wherever that may lie)
- Make certain traits easier to trace to a citizen without brute force.
- Have job listings tell you what info will be provided about your target before you accept it.
- Some jobs (e.g. arrests) may need a higher threshold of uniqueness than others (e.g. photograph described citizen) in order to maintain suspension of disbelief.
- Scale pay for side jobs according to vagueness of initial evidence.

I'm also going to put my own suggestion here, and I'm sure if the devs have been reading this thread they're probably already thinking of it...

If a system is put in place to control initial intel specificity (see the second item in the list above), it could be controllable by a setting to make everyone happy. Something like:
Minimum briefing detail: Chaotic (no restrictions) | Vague | Moderate | Specific
Last edited by Identity_Kleptobobiac; May 6, 2023 @ 12:12am
Isabelle May 6, 2023 @ 12:15am 
Originally posted by Psyringe:
Originally posted by Serath:

I agree with your points here, but the problem is it generates these near impossible cases even on Easy difficulty.
Yes, that's a good point. If the game could limit the likelihood of cases that are very hard to solve to higher difficulty settings, then that might satisfy players on both sides of the spectrum.

Currently, I don't think difficulty affects the generation of cases at all. If it would (preferably as a separate setting from economic or combat difficulty), then that would be useful.
cases whose clients know nothing but the shoe size of the target are unrealistic and not a good example of either good gameplay OR immersive worldbuilding. It is not more complicated than that. I don't doubt that you might enjoy making a list of 60 citizens because the only clue is "name starts with F", but from a logical standpoint it's entirely nonsensical that the game would generate "arrest" and "vandalism" type jobs like that.

It is in no way a question of difficulty in this case and that misunderstanding on your part is the single most frustrating part of your responses; Nobody is advocating for the game to give you a bunch of clues. Here, I'm really just saying that it is entirely illogical to have missions assigned to you by the enforcer division in which they tell you to arrest somebody based on characteristics that many, many people share.

At that point, the one and only thing that you can do is systematically door knock until the GAME, not you, tells you that you have the right guy. There is no difficult logical deductions to be made in that situation.

If the only evidence given was enough to substantively identify one single individual amongst a pool of potential suspects, it would be fine. Not everyone in the building is going to have green eyes AND a specific blood type AND a certain job; there needs to be a checksum that validates the clues effectively point towards a single person, regardless of how vague they are.

You cannot take action and arrest somebody in the real world based off exclusively a hair color and eye color alone; when multiple people match that description the onus is solely and entirely on the game itself to fill in the blank when you click on the target civillian.

That is not difficulty or detective work, it's poorly handled mission generation.

Edit: replied to the wrong specific comment, but it's addressed to the right person anyhow.
Last edited by Isabelle; May 6, 2023 @ 12:19am
Isabelle May 6, 2023 @ 12:17am 
I should mention that this is fine for murders. Having a whole apartment block to search for one fingerprint is fun; but, remember, you can't tell who the murderer really is WITHOUT that fingerprint. It's a piece of evidence that tells you, the player, that your target really is who you think it is.

That is missing entirely in arrest missions and the like.
Hesuchia May 6, 2023 @ 12:21am 
Yeah I got one earlier with like average height, size 14 shoe, blood type O+ and I think that was it. Short of walking around with my footprint scanner out and hoping to find a size 14 that happens to be for the right person, I didn't see any plausible way to solve it. My first instinct was that there should be like a shoe store I could scan sales records for size 14s and since I use the hospital ward for gov ID anyway, there should be a way to scan for blood type too. So my solution basically is to have more databases to cross reference. It might still generate a list of suspects but then you can narrow it down without getting as bogged down.
Isabelle May 6, 2023 @ 12:23am 
Originally posted by Hesuchia:
Yeah I got one earlier with like average height, size 14 shoe, blood type O+ and I think that was it. Short of walking around with my footprint scanner out and hoping to find a size 14 that happens to be for the right person, I didn't see any plausible way to solve it. My first instinct was that there should be like a shoe store I could scan sales records for size 14s and since I use the hospital ward for gov ID anyway, there should be a way to scan for blood type too. So my solution basically is to have more databases to cross reference. It might still generate a list of suspects but then you can narrow it down without getting as bogged down.
if there's only one person who matches that complete description i do think that's okay gameplay wise. not really logical but it's not as bad as "the target is... uhhh. some guy with brown hair. Who? I don't know and won't tell you, until you talk to them in person, upon which your sticky note automatically fills the info in"
DyD&Marina May 6, 2023 @ 12:26am 
Originally posted by Psyringe:
First off, no one in a sane state of mind will deny that this game has tons of bugs which need to be addressed.

That said, you're mentioning a few things that may not necessarily be bugs, and that actually contribute positively to some players' enjoyment. These players aren't necessarily "inexperienced" or "fanboys", they just have found something in this game that feels unique, that they enjoy, and that they don't want to lose. You may not share their opinion (and that is totally fine), but it should be possible to understand that this other mindset exists, in my opinion.

I'll explain that in a bit more detail:

Originally posted by DyD&Marina:
I see people there saying is normal lack of clue, because is normal in reality some case can be a dead end or need to randomly check things in the hope to find a new track for the investigastion.

This can be in line with the theme of the game.

But can't work for a videogame because a videogame need balance in his features.
Well, I've literally played thousands of videogames over the past 45 years. I believe I have some understanding of how videogames work, and I'm pretty sure that there is room for games that break common conventions. In fact, I'm finding it _refreshing_ that Shadows of Doubt currently breaks the convention that all quests in a game are supposed to be completable. It adds more to my immersion of being a detective in a world that feels alive, than it detracts from my enjoyment by frustrating me.

If this game were developed for a mass audience, then I would totally agree with you: All quests need to be completable. But for an indie game that addresses a niche audience (which may value immersion more, and cope with occasional frustration better, than a mass audience), I absolutely see room to do it differently.

Here's a different example - do you know "I Wanna Be the Guy"? It's a platformer that breaks conventions by being excessively difficult and unfair to the player. The game tries to kill you at every opportunity, without warning, and the only way to complete it is to memorize all those unforeseeable "traps" that the developer put in. For a mass audience, a game with such a deliberately high degree of "unfairness" wouldn't work at all. Personally, I don't enjoy it either. But there were enough "niche players" who enjoyed this game so much that it became a cultural phenomenon.

Likewise, in "Shadows of Doubt", having unfinishable quests will be perceived as "unfair" by lots of players, but there will also be an audience who _appreciates_ this as a unique feature that they enjoy.

Originally posted by DyD&Marina:
And Developers must balance time needed to finish a case with the rewards.

For example a case where you have only the style and color of hair, the place where the building where target work and the job of the target is already a near limit job.

Checking a 10+ floor building with two office for each floor is too much time consuming for even the 2000$ promised.
Well, I had such a case, and I found it very satisfying when I eventually solved the case. The reward (for me) wasn't the $2000, money becomes insignificant in this game pretty fast anyway. The reward was the feeling of having cracked a tough case.

Will everyone react to such a case in the way I did? Certainly not. However, games don't need to be for everyone. If every game targets "everyone" as its audience, then the result is the boring uniformity that has infected modern triple-A games. I believe that Indies are exactly the right platform to break these conventions, to be innovative, to cater to players who might enjoy things that many others don't.

Again - the game is currently full of bugs, and those need to be fixed. But I don't think this game needs to comply with every convention that exists in contemporary game design. I believe that this game in particular has the potential to provide a uniquely enjoyable experience to players with a slightly different taste.

I can agree with your ideas are adapt for a simulative oriented game.

And yes when finally i founded the guy was rewarding in some way, was even last case i played because i was approching the time limit for refund time.

But we must be realistic.

If this game want to be good supported must sell copies.

And i doubt add a simulative oriented feature like the possibility of case to be dead end or too long in depth investigation with lacking reward, can work to sell the game.

And Developers can't simple raise the rewards because this will create balance problem with the economy of the game.

Developers not need to make it purely casual game like majority of modern triple a.

But must take in consideration the balance of the game to make the game enough "salable".

The funny thing is true even the opposite, some case are too easy.

I remember a case where i get phone number and a description of hair and shoes size.

But the name too, for steal a document.

Basically even only the name was more than enough to finish the investigation.

I think there is a need of better balance the quantity and combination of clues.

This without considerating the logic problem of some type of cases, like other people are saying.
Last edited by DyD&Marina; May 6, 2023 @ 12:34am
Psyringe May 6, 2023 @ 12:34am 
Originally posted by Isabelle:
Originally posted by Psyringe:
Yes, that's a good point. If the game could limit the likelihood of cases that are very hard to solve to higher difficulty settings, then that might satisfy players on both sides of the spectrum.

Currently, I don't think difficulty affects the generation of cases at all. If it would (preferably as a separate setting from economic or combat difficulty), then that would be useful.
cases whose clients know nothing but the shoe size of the target are unrealistic and not a good example of either good gameplay OR immersive worldbuilding. It is not more complicated than that. I don't doubt that you might enjoy making a list of 60 citizens because the only clue is "name starts with F", but from a logical standpoint it's entirely nonsensical that the game would generate "arrest" and "vandalism" type jobs like that.

It is in no way a question of difficulty in this case and that misunderstanding on your part is the single most frustrating part of your responses; Nobody is advocating for the game to give you a bunch of clues. Here, I'm really just saying that it is entirely illogical to have missions assigned to you by the enforcer division in which they tell you to arrest somebody based on characteristics that many, many people share.
I'm well aware of that your criticism is not the difficulty of cases, but the unrealistic selection of the criteria, as well as the client's magical knowledge of who the correct target is in cases where several matches exist. You clarified this very explicitly in an earlier post, so I'm not sure why you think I would have missed that.

However, this is not the only thing that is being discussed in this thread - voluntarily or not, the general difficulty of cases (and the amount of effort needed to solve them) is a topic in this thread as well.

I'm not sure why you would assume that every post in this thread refers to the topic that (out of those two) feels more important to you. Mine, the one I replied to, and the one that poster replied to, all clearly weren't.

So yes, it is 100% obvious that a difficulty option for case generation would do nothing for the topic that _you_ want to discuss. I didn't think that I needed to mention this explicitly just to keep you from misinterpreting my posts again, but if it's really necessary, then here's the explicit statement. I hope it's clear now. :)

But for the other topic that is being discussed in this thread - i.e. in how much the game should or shouldn't "protect" the player from getting cases that require a lot of legwork and/or might not be solvable at all - I believe that the suggested difficulty setting absolutely _would_ provide a solution. Players who don't want to be confronted with a "check 60 people until one remains" scenario can take the "easy" setting, players who find that such cases contribute to their immersion can take the "hard" setting. If you feel that this wouldn't be a solution to this particular concern, then feel free to explain why. :)

In short: Please consider that not every post of mine addresses you, or a topic that you've been discussing. :)
Last edited by Psyringe; May 6, 2023 @ 12:37am
Serath May 6, 2023 @ 12:46am 
Originally posted by Isabelle:
Edit: replied to the wrong specific comment, but it's addressed to the right person anyhow.
Sure hope you're not referring to me, because you say "part of your responses" as if I posted in this thread more than once. I've only made one post in this thread, two now, and what I quoted is basically all I've read in this thread.

Really the only thing I agreed on with Psyringe is the want to have an immersive detective sim and to have some level of difficulty doing it, but I also never said I wanted to be forced to do mindless tasks with no thought process such as knocking on a hundred doors due to having clues that could apply to a hundred people.

In no way was I offering a definite solution.
Last edited by Serath; May 6, 2023 @ 12:50am
Isabelle May 6, 2023 @ 12:47am 
Originally posted by Serath:
Originally posted by Isabelle:
Edit: replied to the wrong specific comment, but it's addressed to the right person anyhow.
Sure hope you're not referring to me, because you say "part of your responses" as if I posted in this thread more than once. I've only made one post in this thread, two now, and what I quoted is basically all I've read in this thread.

Really the only thing I agreed on with Psyringe is the want to have an immersive detective sim and to have some level of difficulty doing it, but I also never said I wanted to be forced to do mindless tasks with no thought process such as knocking on a hundred doors due to having clues that could apply to a hundred people.

In no way was I offering a definite solution.
no not you
Isabelle May 6, 2023 @ 12:49am 
Originally posted by Psyringe:
Originally posted by Isabelle:
cases whose clients know nothing but the shoe size of the target are unrealistic and not a good example of either good gameplay OR immersive worldbuilding. It is not more complicated than that. I don't doubt that you might enjoy making a list of 60 citizens because the only clue is "name starts with F", but from a logical standpoint it's entirely nonsensical that the game would generate "arrest" and "vandalism" type jobs like that.

It is in no way a question of difficulty in this case and that misunderstanding on your part is the single most frustrating part of your responses; Nobody is advocating for the game to give you a bunch of clues. Here, I'm really just saying that it is entirely illogical to have missions assigned to you by the enforcer division in which they tell you to arrest somebody based on characteristics that many, many people share.
I'm well aware of that your criticism is not the difficulty of cases, but the unrealistic selection of the criteria, as well as the client's magical knowledge of who the correct target is in cases where several matches exist. You clarified this very explicitly in an earlier post, so I'm not sure why you think I would have missed that.

However, this is not the only thing that is being discussed in this thread - voluntarily or not, the general difficulty of cases (and the amount of effort needed to solve them) is a topic in this thread as well.

I'm not sure why you would assume that every post in this thread refers to the topic that (out of those two) feels more important to you. Mine, the one I replied to, and the one that poster replied to, all clearly weren't.

So yes, it is 100% obvious that a difficulty option for case generation would do nothing for the topic that _you_ want to discuss. I didn't think that I needed to mention this explicitly just to keep you from misinterpreting my posts again, but if it's really necessary, then here's the explicit statement. I hope it's clear now. :)

But for the other topic that is being discussed in this thread - i.e. in how much the game should or shouldn't "protect" the player from getting cases that require a lot of legwork and/or might not be solvable at all - I believe that the suggested difficulty setting absolutely _would_ provide a solution. Players who don't want to be confronted with a "check 60 people until one remains" scenario can take the "easy" setting, players who find that such cases contribute to their immersion can take the "hard" setting. If you feel that this wouldn't be a solution to this particular concern, then feel free to explain why. :)

In short: Please consider that not every post of mine addresses you, or a topic that you've been discussing. :)
i dont understand what all the annoying smug smile emoticons are about but i was just adding onto the stuff i said earlier... No idea what the rest of your comment is about either. It was not related to anything I said at any point. I also said it was replying to the wrong comment.

Like i said earlier you annoy me. You're too old to be acting like a smug little kid. It's frustrating to interact with.
Last edited by Isabelle; May 6, 2023 @ 12:49am
Serath May 6, 2023 @ 12:52am 
Well another thing is that the game is procedural generated. The very mechanic is a double-edged sword. I really wouldn't want this kind of game NOT to have it as I'm a sucker for that kind of mechanic, but the other half of that sword is everything is going to be generic.

So unless the game is going to start hooking up to Chat GPT or something to generate more interesting and specific clues then I don't know how else clues can be better. Even then, it might only solve the text/written part of the clues and not the visuals or actual programming to actually make it work.
Last edited by Serath; May 6, 2023 @ 12:55am
Psyringe May 6, 2023 @ 1:01am 
Originally posted by DyD&Marina:
But we must be realistic.

If this game want to be good supported must sell copies.

And i doubt add a simulative oriented feature like the possibility of case to be dead end or too long in depth investigation with lacking reward, can work to sell the game.

We can agree to disagree on that part. :) The objective of my post was not to convince you of my point of view, but to make it understandable where my point of view is coming from and how it works. It seems that I managed that, and that makes me happy. :)

I will say that as someone who has insight into the sales figures of many games (it's part of my day job), I have a lot of confidence into potential sales figures of indie games that "break the mold". But I obviously can't predict the future, and my expectation that Shadows of Doubt can do well as a niche title that defies some current conventions of game design might be too optimistic. It's impossible to tell.

What I'm thinking about, are things like these:

- Before the "indie revolution" took place, it had become a widely accepted convention of game design that players should be shielded from frustration. Then a little platformer named "Super Meat Boy" came along and presented punishingly difficult gameplay - and it became a bestseller. It was so successful that it spawned literally hundreds of other games who have all been marketed explicitly as "difficult" games. In the years prior to Super Meat Boy, no one in games marketing would have even thought about doing that, because it was "common knowledge" that players don't want to experience frustration. But as it turned out, that "common knowledge" was wrong.

- The game "I Wanna Be The Guy" that I mentioned earlier has a similar story. It was a free-to-play title though, but it was so successful that several commercial titles were released afterwards that advertised "punishing, unfair" as a positive element to their target audience.

- And then there's of course Dark Souls and the way how it transformed modern RPGs and how their difficulty is perceived.

In short, my point is: It's not only worth trying to break established conventions from time to time, it can even lead to great success. I believe that Shadows of Doubt has the potential to be successful as a title that breaks some conventions. But again, this is speculation, and if you have a different opinion, then I'll respect that. :)

Originally posted by DyD&Marina:
I think there is a need of better balance the quantity and combination of clues.
Just to be clear: On a general level, I agree with that. I think that tweaking that balance would do the game good. I just don't think that _every_ case needs to be solvable with a standard amount of effort, or have an "adequate" reward by contemporary conventions.

Originally posted by DyD&Marina:
This without considerating the logic problem of some type of cases, like other people are saying.
Yes - as I said earlier, the existence of cases where the client "magically" knows things that he logically can't, is a problem (but a different one).
Psyringe May 6, 2023 @ 1:18am 
Originally posted by Isabelle:
i dont understand what all the annoying smug smile emoticons are about but i was just adding onto the stuff i said earlier... No idea what the rest of your comment is about either. It was not related to anything I said at any point. I also said it was replying to the wrong comment.

Like i said earlier you annoy me. You're too old to be acting like a smug little kid. It's frustrating to interact with.
Okay, I'll make it clearer and (since my smilies seem to annoy you) stop using any.

1. You criticized me for (in your eyes) misunderstanding that "the problem" is the existence of cases where (in your own words) "clients know nothing but the shoe size of the target".

2. I clarified that there are several different topics being discussed in this thread. One (mainly put forward by you) is the topic mentioned above, let's call it the "shoe size issue". Another (which can be seen in many posts in this thread) is the general difficulty and amount of effort required to solve cases, let's call that the "difficulty issue".

3. I clarified that the "difficulty option" that Serath suggested would be useful for the difficulty issue, but not the shoe size issue.

4. I expressed my surprise that you would think that my post addressed the shoe size issue when it clearly did not.

In short: I was replying to a different part of this discussion than you thought, and instead of realizing this, you apparently thought that I was just obtuse. But this discussion is not exclusively about you and the topics you care about, others have brought (and keep bringing) their own thoughts and spin-offs into it. And one of those I replied to.
Last edited by Psyringe; May 6, 2023 @ 1:20am
It takes two to keep this going, but only one to stop it.
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Date Posted: May 4, 2023 @ 9:02pm
Posts: 68