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abounding with verbosity

Logic Done Right (Almost) in Sherlock Holmes: The Devil’s Daughter

I say “almost” in the title because what Sherlock mostly does, in the game and in lore, is induction. Deduction is logic to determine the categories and properties of objects, and how they relates. Simply:

1 All men are mortal
2 Socrates is a man
3 Therefore, Socrates is mortal

The logic Sherlock, and what any investigator would do, is mostly induction, which is much more uncertain since it deals with weighing probabilities and likelihoods through what is known (clues) and what is unknown. The idea is that Sherlock, or the player, induces the identity of the perpetrator through a series of interconnected inferences and some predictive human psychology.

As much of what can happen in the game is uncertain, the way it’s visualized when make a deduction an induction is effective. Inferences from clues are visualized as nodes, and as the player gathers more clues, the inferences he can make lead him to further inferences, visualized by the two or more nodes connecting:

Also, one can visually examine characters in the game to infer some things about them, with varying degrees of accuracy:

The other small issue I have is that when you complete an examination of someone, the game responds as to whether the profile is accurate or not. The game should save that feedback for the end of the case, when the scoring is determined, since you/Sherlock would have no way of knowing the level of accuracy.


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