I think it's a good question. Computers and graphics are sophisticated enough today that one-case detective games (ex. CSI, Law & Order) are useless. How hard is it to semi-randomly compile a list of related topics, relationships, and clues? There are a good number of easily-identifiable factors:
- Type
- Crime (robbery, murder)
-- Weapon
-- Single / Serial
- Motivations (money, passion, etc.)
- Characters
-- Game-world relationship to victim(s)
- Clues
-- Based on weapon
--- Markings, etc.
-- Environment (hair, fibers)
-- Documents
- Difficulty (dumb criminal or Moritary)
The in-game world could be a section of a city, with houses, floor plans, offices, furniture, etc. generated from set parameters.
I might try making something like this, even if it is only text-based. But using a genetics system like the sims would make this an interesting retail title.
- Type
- Crime (robbery, murder)
-- Weapon
-- Single / Serial
- Motivations (money, passion, etc.)
- Characters
-- Game-world relationship to victim(s)
- Clues
-- Based on weapon
--- Markings, etc.
-- Environment (hair, fibers)
-- Documents
- Difficulty (dumb criminal or Moritary)
The in-game world could be a section of a city, with houses, floor plans, offices, furniture, etc. generated from set parameters.
I might try making something like this, even if it is only text-based. But using a genetics system like the sims would make this an interesting retail title.
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