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Tick Our Time Away

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Role: Mystery Designer; Thematic Director; Dialogue Writer

Team: 5 members (Academic Project)

Time Spent: 1 month

Program: Articy Draft

Overview: A murder mystery visual novel with time travel mechanics. It is set in Victorian Englandexploring classist themes using a series of branching choices and endings.

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My Process

Framework
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As the mystery lead and thematic director, I placed a heavy focus on how the murder could tie into the deeper societal issues within the context of 1800s England. We set the story in the Royal Aquarium, and integrated the tuberculosis epidemic that devastated the working class during this time period. I developed a narrative where a wealthy murderer eliminates a researcher on the verge of discovering an accessible cure for the illness—therefore threatening the murderer's monopoly over the medical market. My approach allowed me to explore the classist tensions of the time, particularly through the fears created by threats to power and control.

Starting Point

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Murder Mechanics

For the murder itself, I played into the characters' distinct personality traits to craft a more intimate and complex scenario. I expressed the murderer's calculating nature in the way she exploits the victim’s habits, such as his predictable routines. I then expanded upon her deceptive methods by having them affect gameplay. One key detail involves her repeatedly stabbing the victim after he succumbs to poison, creating confusion over the cause of death. This action could mislead players, prompting them to think critically and notice the unusually clean nature of the wounds—ultimately leading to a more engaging mystery.

Evidence Collection
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An Unreliable Character Account

Evidence Examination

With the groundwork set, I then crafted ten evidence pieces for the player to collect, while also authoring the dialogue lines upon acquiring them. Evidence can include both general discoveries the player makes while investigating the aquarium or accounts from other characters the player speaks to, whose advice can vary in quality depending on their personalities.

 

The protagonist himself is arrogant and lazy, remaining more focused on blaming a suspect he has a personal grudge against than finding the truth, which I highlighted in his comments. I wrote him to be sarcastic and blunt, with him often remarking on his hatred of having to actually read and think instead of being able to freely accuse his ex-friend Augustus. Playing into these traits additionally has a greater significance in the overall story, as they are eventually juxtaposed by the protagonist learning that his time traveling abilities can be used to create meaningful positive change if the player succeeds in taking advantage of them to solve the case.

Gameplay Screenshots from the Articy Draft Build

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I Learned About:

1

Writing Strong Personalities

I learned how write dialogue and create gameplay interactions that take heavy advantage of the involved characters' unique personalities and voices. Many aspects of the narrative and progression rely on distinct character identities to function, increasing the memorability of the game's cast.

2

Creating Engaging Mysteries

I practiced creating mysteries that push the player to think and engage beyond surface level. In creating a mystery with several layers, where evidence is misleading and character personalities leave a large impact on narration reliability, I was able to encourage deeper thought.

 

3

Conducting Research

I put a great deal of research into the project to ensure that the narrative would be sensitive to the subject matter. In researching the time period, historical conflicts, and authentic setting, I was able to practice creating fantasy stories that balance grounded theming and real world applicability with magical elements.

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