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Game Mechanics: Deduction

[h2]It's been a week since our campaign has ended, and we haven't covered one important topic yet.[/h2]

Today we will look closer at the Deduction, arguably the essential in-game system.

When we started working on Gamedec, we knew that simulating the detective experience will be our top priority. We weren't, of course, the first developers to include investigations as a primary element of the game and not the first ones to build systems around it, but we believed there is still something interesting to be done with that kind of gameplay.



What we wanted to avoid was the checklist-deduction when you could get to the correct answer only after gathering a specific amount of evidence. It's a binary state when you can fill the checklist and get the right Deduction, or you're unable to progress.



Another example of designs we didn't want to incorporate in Gamedec were the ones when the player almost instantly gets the feedback about whether he was right or not. Like there is this objective, all-knowing force that can, with all certainty, tell what happened and pass judgment. And you, as the player, can only agree with The Truth or not, which is not that fun and not realistic.

[h3]Click here and read more in our newest Kickstarter Update[/h3]
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If you'd like to talk with our team members, want to ask a question to the Author of the Gamedecverse (Marcin S. Przybyłek) or chat with enthusiasts like you - join our Discord channel.