Game Design Document

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Confidential
Game Design Document
Sherlock Holmes: Experience
Game Design
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Table of contents
1.
2.
3.
Game Concept ............................................................................................................................................3
1.1
Game structure...................................................................................................................................3
1.2
Level structure ....................................................................................................................................3
Gameplay Features.....................................................................................................................................4
3.1
Archives ..............................................................................................................................................4
3.2
Sherlock Talent ...................................................................................................................................6
3.3
Imagination.........................................................................................................................................6
3.4
Character Observation .......................................................................................................................8
3.5
Dialog ..................................................................................................................................................9
3.6
Dialog QTE ........................................................................................................................................10
3.7
Deduction Space ...............................................................................................................................12
3.8
Quick Deductions..............................................................................................................................21
Game Elements ........................................................................................................................................22
4.1
4.
Conclusions and Moral Choices effects ............................................................................................22
User Interface ...........................................................................................................................................23
4.1 Casebook ................................................................................................................................................23
4.1.1 Tasks ................................................................................................................................................24
4.1.2 Map..................................................................................................................................................24
4.1.3 Evidence ..........................................................................................................................................25
4.1.4 Documents ......................................................................................................................................26
4.1.5 Dialogs .............................................................................................................................................27
4.1.6 Chronicle..........................................................................................................................................28
4.1.7 Souvenirs .........................................................................................................................................29
4.1.8 Echoes..............................................................................................................................................30
4.1.9 Character Portraits ..........................................................................................................................31
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1. Game Concept
Sherlock Holmes: Experience is an investigation game where one can play as a fictional character of famous
XIX century private detective Sherlock Holmes. Actions in the game take place mostly in Victorian London
and its suburban areas.
General concept of the game lies in a player`s ability to investigate and conclude the suspects in a number of
crimes and then decide their destiny by making moral choices.
Investigation process consists of about 23 unique gameplay features culminating in the final feature of
Deduction Space which player is using in order to deduce alternative conclusions out of available clues for
every case.
By making conclusions and moral choices for every investigated case, player builds up his own reputation
that affects social and private relations towards the character of Sherlock Holmes throughout the game.
1.1 Game structure
Game consists of 5 major cases which represent separate crimes to be investigated by a player. Four cases
are presented as separated crime investigation stories, where parts of the fifth case always appear in the
interlude between cases and finally becomes the last fifth case to investigate which concludes the game. We
call fifth case A Global Story.
1.2 Level structure
Every case is following the same scheme of playing:
-
Player is introduced a crime via cut-scene or a dialog during the major case or in the minor inter-case
before it
Player is investigating the crime through different features and gathering evidences to casebook and
most importantly clues to the Deduction Space
Player is using Deduction Space in order to form alternative conclusions out of available clues and
confirm one of them by making moral choice regarding the concluded suspect
Investigation process for every case takes place at different locations that are usually divided into two
categories:
-
-
Recurrent locations such as Baker Street and Scotland Yard where player needs to perform certain
actions in every case such as using archive, analyzing table, taking Toby, making disguise, change
clothing at Baker Street; interrogating jailed suspects, using evidence room for examining important
clues, using morgue to perform autopsy at Scotland Yard.
Unique locations are available for the player only during particular case. Unique locations can be
located in London or its suburban areas.
Sherlock Holmes is a main character in the game, but in some of the cases player can switch between Sherlock
Holmes and Dr. Watson.
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2. Gameplay Features
Sherlock Holmes: Experience gameplay is represented by its features. There are 23 features in the game,
some of them are major (played by a player throughout every case or at least several times during the case)
and minor (played by a player at least once during the case or several cases)
3.1 Archives
Player needs to use certain objects (exhibits, notes or documents) on archive located in Baker Street in order
to retrieve some important information. Archive consists of three bookcases, each of them has active zone
on it:
1) For Sherlock`s personal researches and articles
2) For books, directories and encyclopedias
3) For newspaper articles
 If player has no objects to use on archives, every bookcase has only one action zone icon - “Examine”.
 If player chooses to “Examine” the first archive, Holmes makes a comment: “This is where I keep the
results of my scientific works.”
 If player chooses to “Examine” the second archive, Holmes makes a comment: “Directories and
encyclopedias are mainly kept on these shelves.”
 If player chooses to “Examine” the third archive, Holmes makes a comment: “My collection of interesting
newspapers articles for the past two decades found its place in the bookcase.”
 If player has any object to use on archives, then player will have two action icons for every of three
bookcases: “Examine” and “Use”. “Use” icon will show an object that can be used on archives to retrieve
some information.
 If player uses an object on any of the bookcase, archives interface will be opened. It is 2d interface on 3d
background of this bookcase:
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 The structure of the archive is the same for all three bookcases:
- Information about the object that is used on archive is shown on the left side of the screen. It has
short description and picture (the same picture that is used in the casebook for this object)
- The right side of the screen shows information about the archive`s content we want to compare
our object with. Player needs to click on arrows near “Category” section (or use left stick) to choose
between different categories of the books, articles or years (for newspapers section). Every
category has its rollover menu consisting of 5 items – books or articles. Player needs to click on the
menu item (book`s name) to compare it with the object on the left side of the screen.
- If the wrong archive item is chosen and comparison is not possible, Holmes will make a comment:
“No, that`s not what I need.”
- If the right archive item is chosen, Holmes makes a particular winning comment, document is
displayed on the right side of the screen instead of the list and player receives document and clue
or evidence, archives automatically closes.
- There is a name of the bookcase shown in the top of the archive items list.
- Player can switch bookcases when archives interface is already opened by clicking on the arrow
located on the left or right border of the screen (or LT or RT on gamepad). When player switches
the bookcase, the camera showing 3d background is moving to the neighboring bookcase, 2d
interface changes accordingly.
 In order to close archives, player needs to use “Esc” when using keyboard and mouse
 In order to close archives, player needs to use button “B” when using gamepad
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3.2 Sherlock Talent
Sherlock Holmes is a very gifted personality who is using his natural abilities to notice even the slightest facts
during the course of investigation and then combine them into solid explanation using his deductive method.
We will call these natural abilities of Sherlock Holmes as Talent.
Activated talent enable player to see:
-
-
Physical things that are unnoticeable to the unarmed eye such as fingerprints, fat signs, dust, old
blood on the wood, stains of dirt on the carpet, etc.
Visualized sound. There are situations when detective is required to use his ears to find important
information. For example, someone has been tied and put into the cellar or a large chest, or some
ticking mechanism has been hidden somewhere.
Visualized scent. There are situations when detective is required to use his nose to find important
information. For example, the scent of ashes, cigar, rope, clothing, etc.
Visually activated Talent looks the following way (Screenshot from Sherlock Holmes: Crimes and
Punishments):
Physical objects, sounds and scents will all look differently in colors. The concept displays a physical object, a
place where dust is absent indicating that there was something taken from that place recently.
There is a Sherlock Talent Alert that is displayed in the top right corner of the screen when player can and
should use Sherlock Talent.
3.3 Imagination
This talent enables Sherlock to imagine the action or sequence of actions that are linking particular set of
action zones on the scene. The feature of this mode is the visualization of a character`s actions: we can see an
imagined character walking from action zone to action zone and performing simple actions:
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1) Reconstruction of the linear chain of actions = Setting links
Player needs to set the linear links between 6-7 objects. Each link equals particular animation related to
the same character
2) Reconstruction of the linear and/or parallel chain of actions = Complicated links
Player needs to set the linear and parallel links between 10-13 objects. Each link equals particular
animation related to the same or different objects or characters
3) Reconstitution of the sequence with different factors = Affecting animations
Player needs to make certain actions outside of Imagination mode to see the changes of the playing
animation related to particular character. Links are not set at all.
4) Visualization on AZ activation – Simple activation
Player can see single animation (even one of alternative ones via two tooltip actions) related to particular
object or character upon clicking on the action zone. No links are set at all.
There is an Imagination Alert that is displayed in the top right corner of the screen when player can and
should use Imagination; the conditions for Imagination Alert displaying are described in the corresponding
point of Gameplay Modes section.
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3.4 Character Observation
Sherlock is famous for noticing very peculiar details in a character and telling his profession or recent actions
by building logical connection leading to the answer. Character Observation enables player to receive three
types of information:
1) Character`s Profile (player needs to observe all important action zones during CO info goes to special
interface age: occupation, habits, recent activity, social status).
2) Evidence (Evidence can be used as Bait Question in dialog in order to receive new question, clue or
obtain character`s info)
3) Clue (can be used to build a deduction tree)
Mechanics
 Player can access Character Observation (CO) from the dialog interface. In the very first case, when player
is introduced a new feature, Character Observation (CO) is launched automatically before any of the dialog
phrases are played when player clicks on the character.
 CO mode is presented as railed looped camera movement which player can control playing it forward or
backward using W-S or A-D on keyboard and LS on gamepad to observe character`s body and click on
different action zones on it.
 There can be no more than 8 action zones on a character (not technically, but by design)
 In order to receive Profile, Evidence (Bait Question) or Clue player needs to find and examine specific
action zones.
 There are few flash animations showing how the Clues, Bait Questions or Character Profile are obtained:
- When all needed action zones are examined, the words move from their positions on the body into
the top right corner of the screen and combine into the resulting word
- When all needed action zones are examined, the words appear in the top right corner of the screen
and combine into the resulting word. Words on the body do not disappear.
- When all needed action zones are examined, resulting word appear in the top right corner of the
screen. Words on the body do not disappear but change their color. This way doesn`t show how we
combine words to receive resulting words.
- When action zone is examined, this word appears both near the action zone related to this word and
in the top right corner of the screen. Therefore, examined words form a list in the top right corner of
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the screen. When all words needed for combination are gathered, the flash animation of words
combining and going up as resulting words will be shown
 Player can close CO mini-game before winning it, but he will not be able to open new dialog label in the
dialog (automatically or through the Fishing QTE). If player closes CO mini-game, finishes the dialog and wants
to reopen CO mini-game, he will need to open CO mode from the dialog interface mode.
 If player spoke about all the labels available in the dialog with particular person, but he didn`t play or win
CO mini-game, player will have only CO-mode and Goodbye label in the dialog interface.
 If player wins CO mini-game he will not be able to open it again
3.5 Dialog
When player starts conversation with a character and there is a possibility to choose answer/question, they
are represented in the dialog interface.
 Dialog interface design is as presented on the screenshot below, plus maximum of 6 dialog topics can be
shown in the interface at the same time.
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There are following rules of dialogs functioning:
 Goodbye is always the last one in the list.
 When player start dialog for the first time, label “intro” is played automatically, then all available topics
and label “goodbye” are displayed in dialog interface.
 When player start dialog not for the first time, label “intro” is not played, then all available topics and
label “goodbye” are displayed in dialog interface.
 When player start dialog not for the first time and there are no available topics inside, dialog interface is
not displayed at all – miscellaneous dialog is played.
 When player start dialog for the first time, label “intro” is played automatically, and then there are no
topics available in the dialog interface, it is considered to be a mistake, which should be fixed.
 There is a special icon with the shape of the gentleman in the dialog interface that allows player to open
Character Observation mode.
3.6 Dialog QTE
Dialog QTE is a mini-game that is played during the dialog. Player has a list of evidences (baits) that could be
received either through Character Observation mini-game, crime scene examination. The idea of the Dialog
QTE is that in particular moment of the dialog (when character is speaking), there is a possibility to use the
evidence (bait) to ask the prompt question in order to receive additional dialog label from the character and
therefore an important information such as clue.
Mechanics
 If player has an important evidence to be used during particular dialog label, at particular point of the
dialog, the word or words that are spoken by the character appear on the screen for 4-5 seconds and QTE
button appears on the screen; dialog is played during the this phase.
 Button is present on the screen as long as the timer works. If player doesn`t manage to push the button
timely, button and the highlighted word effect disappear as well as the results that could have been obtained
if player won this small QTE.
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 If player pushes the button in time, the dialog freezes and the following thing appear: the list of available
evidences below the highlighted word, cursor and button to access the evidence section of casebook so that
player could read the descriptions for the evidences
 There is a possibility to choose the particular evidences to be shown in particular Dialog QTEs
 If player chooses the wrong evidence, there will be some negative visual effect shown (word becoming
red) before the evidences, cursor and evidence button disappear.
 If player chooses the right evidence to be used, there will be some positive visual effect shown (word
becoming green) before the evidences, cursor and evidence button disappear and then the winning dialog
label will be played.
 After the winning label is played, there can be important information received in the form of clue or
evidence – notification will be shown in the top right corner of the screen.
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Improvements of the feature compared to Sherlock Holmes: Crimes and Punishments: Adding the ability
to fail during questioning witnesses and suspects punishing the player for not being attentive. He then will
not receive some secondary information useful for making the right conclusion.
3.7 Deduction Space
Deduction Space is a special interface where player can combine different clues, gathered via gameplay
process to obtain deductions and conclusions and then make moral choice related to obtained conclusion.
 When player launches Deduction Space mode, the camera is moving into his head just like the camera is
currently moving into zoomers from 3rd person view camera. When player is quitting Deduction Space,
camera moves backwards – out of his head into initial 3rd person view camera.
 The basic type for Deduction Space is “tree” structure type. It is called so, as many elements eventually
turn into one: clues form deductions, deductions form one of alternative conclusions.
 When Deduction Space is opened for the first time and there are no clues gathered or deductions obtained
yet, player can watch space-like background and a message that no clues are available at the moment.
 When Deduction Space is opened for the first time and there is at least 1 clue gathered and no deductions
obtained yet, clue cloud is opened for the player
Clues
 Clue is information about item or statement that can be received via gameplay process: after examination
of particular object, a dialog, finished mini-game etc.
 Clues are presented as the tag cloud consisting of clues names
 The maximum amount of clues that can be visible in the clues cloud is not specified (there should not be
technical limit, only design limit)
 Every clue has its title, description and picture
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 Clues are paired to form a deduction
 Clues that have been used and cannot be used again are removed from the clues cloud
 (M&K) In order to browse through clues cloud player needs to use mouse cursor to move it to the
peripheral part of the cloud tag -> this part will be the direction of clues movement to the center of the cloud
tag
 (Gamepad) In order to browse through clues cloud player needs to use LS to move it to the peripheral
part of the cloud tag -> this part will be the direction of clues movement to the center of the cloud tag.
 (M&K) In order to browse through clues cloud player needs to use mouse cursor
 (Gamepad) In order to browse through clues cloud player needs to use LS
 (M&K) In order to read the description of the clue, a player needs to click on the textual title of the clue
using LMB – the window with detailed description will be shown on the screen
 (Gamepad) In order to read the description of the clue, a player needs to press “A” on the textual title of
the highlighted clue – the window with detailed description will be shown on the screen. Clue becomes
highlighted when it becomes the one that is closest to the center of the clues tag
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 (M&K) When player has an activated clue and moves cursor over the other clue, two descriptions are
shown on the screen – the first activated clue description is shown to the left, the second activated clue is
shown to the right.
 (Gamepad) When player has an activated clue and selects the other clue, two descriptions are shown on
the screen – the first activated clue description is shown to the left, the second activated clue is shown to the
right.
 When player has an activated clue and selects the other clue, the selection highlight in the clue list has
different colors for different clues (white and blue, for example)
 Clues descriptions have the same colors as the corresponding highlights in the clue list (the first activated
clue is blue, the second is white, for example)
 (M&K) In order to hide the description of the activated clue (first one), player needs to use ESC (the
second description will also disappear in case it was displayed)
 (Gamepad) In order to hide the description of the activated clue, player needs to use button “B” (the
second description will also disappear in case it was displayed)
 (M&K) When player has an activated clue and he clicks on the icon of the other clue, while these clues
cannot be combined, clues` description will show become red.
 (Gamepad) When player has an activated clue and he selects the icon of the other clue, while these clues
cannot be combined, clues` description will show become red.
 (M&K) When player has an activated clue and he clicks on the icon of the other clue using LMB, while
these clues can be combined, they form a deduction.
 If player tries to combine two clues and the combination is highlighted as impossible (red highlight), this
clue becomes red for selected clue in the clues cloud (the way to help player define which clues are still
unused)
 (Gamepad) When player has an activated clue and he selects the icon of the other clue using “A”, while
these clues can be combined, they form a deduction.
 Flash animation shows two clues titles combine into one and move to the place where deduction should
be showing animation of the model appearing. After the animation of the model appearing or transformation
is played, flash of the clues cloud doesn’t return back so player needs to open it manually.
Deductions
 Deductions are shown on the Deduction Space as a deduction icons
 There are deductions of two levels:
- Deduction of the first level can be only received in the result of combination of two clues
- Deductions of the second level can be received automatically as the result of combination of two or
more deductions
 Deductions can be optional (having two options or alternative explanations)
- Different options of deduction can result from different clues:
Clue1 + Clue2 → Ded1a; Clue2 + Clue3 → Ded2a.
- Different options of deduction can also result from combination of two particular clues:
Clue1 + Clue2 → Ded1a and Ded2a
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 When new single deduction or optional deduction is received it is displayed as the “undetermined
deduction” (blank white elements). Player needs to open deduction manually to activate this deduction or
select one of alternative deductions on the Deduction Space
 When new deduction is received the camera is automatically zoomed to it so that it (single deduction or
group of deduction leading to the deduction of 2nd level or higher) is positioned in the center of the screen,
there are following rules of automatic camera zooming:
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 (Gamepad) There is a free cursor for gamepad, controlled by LS
 (M&K) When player clicks on the optional deduction icon using LMB, he can see the description of two
deductions together
 (Gamepad) When player chooses the optional deduction icon using LS + A, he can see the description of
two deductions together.
 When optional deduction is opened for the first time, both deductions descriptions are shown as inactive.
 (M&K) A player can choose one of two alternative deductions by clicking on its description using LMB –
the chosen deduction will become active. If player clicks on already activated deduction description, the
deduction card will move a bit but selection will not change.
 (Gamepad) A player can choose one of two alternative deductions by choosing its description using Cross

(M&K) In order to hide deduction description after making choice or without making any choice, player
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needs to clicks on different element or click in space using LMB
 (Gamepad) In order to hide deduction description after making choice or without making any choice,
player needs to choose different element or click in space using LS + A
 Deductions can conflict one with another. When deductions conflict, they are highlighted in space.
- It may happen that only one deduction conflicts with one or several existing deductions, but they
don't conflict with it. It's possible.
- When two deductions conflict with each other, player can resolve the conflict by choosing another
option for optional deduction, or – if both deductions are non-optional – finding this option from
more clues.
 Design of the conflicted deduction is shown below – elements show red-colored effect:
 If there several conflicts highlighted on the Deduction Space, player can see the direct conflicts between
them by moving cursor over one of the conflicted deductions (or selecting it with left stick on GP) – Deduction
Space will highlight the direct conflict between for the selected deduction (elements will become brighter)
 When all deductions required to form a particular conclusions are received and chosen (out of
alternatives) while there are no conflicts on the Deduction Space, a conclusion is automatically achieved.
Deduction Task
 “Deduction Task” is a kind of deduction that also gives a task to a player
 Deduction Task has a special “task mark” on its icon
 There are two types of task deductions:
- Tree Deduction Task – this deduction not only gives a task to a player but is also participating in
particular tree of deductions leading to conclusions
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Separate Deduction Task – this deduction gives a task to a player but doesn`t participate in any tree
of deductions that are leading to conclusions
 Task that is given by single Task Deduction is added the task list after player opens the deduction task
element for the first time
 Tree Task Deduction can also be an alternative to simple deduction
 Task that is given by Alternative Task Deduction is added the task list after player selects this deduction
task element for the first time out of alternative deduction elements
 When task that is given by “Task Deduction” is completed, card of Separate Deduction Task stays on
Deduction Space
 Deduction Task has a task written in its detailed description
 Deduction mark for Tree Deduction Task disappears when the task that is given by this Task Deduction is
completed
Conclusions
 Conclusions result from deductions (one to several). All deductions from which a conclusion results must
be opened. All conflicts must be solved
 Conclusion is shown as golden sphere.
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 Different conclusions represent various outcomes in the game. They require various sets of deductions.
- If, when building a Deduction Space, one of conclusions conflicts with existing deductions, these
deductions must be made optional and one of their options should be supporting this conclusion.
- Example: in Black Peter case, the pouch initialed P.C. can be considered belonging to Peter in order
to put the blame on the gardener. If player discovers that the pouch belongs to Patrick Cairns, the
harpooner, then in order to put the blame on the gardener he must have a deduction option telling
that “Cairns was there, but it doesn't mean he's guilty”. Other option, of course, will be “Cairns was
there, which means he's guilty”, and will conflict with blaming the gardener.
 After receiving a conclusion, a player has to approve it by making a moral choice
 When moral choice is made, conclusion card interface is changed: buttons for moral choices are replaced
with custom text: “You have decided to arrest Lady Brackenstall” or “You have decided to let Captain Jack
Crocker go.”
 When moral choice is made, player can no longer make any changes to Deduction Space: combine clues
and receive new deductions, choose different alternative deduction priority. Player can only read
descriptions of clues and deductions.
 (M&K) When player clicks on the Conclusion element using LMB, he can see the description of conclusion
and moral choices in popup
 (Gamepad) When player selects the Conclusion element using LS+A, he can see the description of
conclusion and moral choices in popup
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 Making moral choice – is deciding what a player actually wants to do with the conclusion (knowledge) he
has come to: accuse person or let him free, etc.
 If player validates one of moral choices, additional gameplay is opened and no changes in Deduction Space
can be made
 (M&K) In order to make a moral choice, a player needs to click on the empty box of the moral choice
rectangle.
 (Gamepad) In order to make a moral choice, a player needs to push the corresponding button “Y” or “X”
to choose one of two moral choices or to postpone the decision.
 When player chooses one of the moral choices, the validation window is being displayed:
 Once conclusion is obtained, it is added to the Conclusion interface; its button becomes available in the
main working space, player needs to use “RB” to open it:
 There are already obtained conclusions there – once player chooses and selects it, the Deduction Space
is rebuilt so that this conclusion and its deduction tree are displayed in main working space.
Blocking of the Deduction Space
Deduction space is blocked only after making the moral choice. The gameplay that follows player’s decision
to absolve to condemn the suspect is not allowing the player to change his decisions in Deduction Space.
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3.8 Quick Deductions
Finding clues at the crime scene, choosing their correct meanings among few given and getting to the
conclusion about events or characters.
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3. Game Elements
There are specific elements in the game that are not listed in Gameplay Features section of the document
because they are either using the mechanics of the already listed features or represent supplementary
content.
4.1 Conclusions and Moral Choices effects
Conclusions and Moral Choices made by player during case investigations have their consequences.
Depending on the decisions player made at the end of the case, he will receive a message in one of the next
cases in the form of a newspaper article or a letter/note directly from a person who was saved or convicted
or from his relative.
The received messages can be found by a player at Sherlock`s mantelpiece.
When the message is picked up, it goes to the Echoes section of Casebook where it is stored and can be
viewed by a player wherever he wants.
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4. User Interface
4.1 Casebook
Case book is the inventory presented as a book that contains all significant information about the current
case and overall game progress. It can be accessed (opened) anytime except of situations where a player is
in the middle of the dialog, custscene, stillframe or minigame.
The content of the case book will be different for each case except of the section (sections) containing
information about the overall game progress. The structure of the case book will be always the same.
Current Structure
Case book consists of 9 sections, 5 tabs on the left page containing information related to the current case
which is refreshing at the beginning of the new case and 4 tabs on the right page of the casebook containing
game long information which is saved from case to case to the end of the game:
-
The sections on the left page (case long):
Tasks
Map
Evidences
Documents
Dialogs
-
The sections on the right page (game long):
Chronicle
Trophies (contains case trophies, conclusions/moral choices items)
Echoes (conclusions/moral choices documents)
Character Portraits
 Every section has its tab with an icon of the section (the same that is used for notifications).
 When a player opens case book for the first time in the case, the first section (“Tasks”) will be opened.
 Then, when a player opens case book for the second time, it will be opened on the section that was
opened when case book was closed during the first section, etc.
 There may also be an additional “custom section” for particular performing very specific function (Nail)
 Selected tab should be opened via animation only when player doesn`t push LB or RB buttons for 1 second
in order to prevent multiple uncontrolled animations.
 In order to close Case Book, a player needs to hit button “B”
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4.1.1 Tasks
Task section shows the list of the received tasks and their status. Screenshot from Sherlock Holmes: Crimes
and Punishments:

Task section consists of three parts:
- Title of the section (on the top center of the left page)
- List of the tasks (left page)
- Short information about the case: title of the case, picture and short description (right page)
 When a task is received during a game, it appears in the list
 When a task is completed, it moves to the list of completed tasks which is below the list of the
uncompleted tasks
 If there are too many tasks in the case so that they cannot be shown on the one page, there will be an
arrow shown on the bottom center of the left page.
4.1.2 Map
Map is a section of the case book that contains a map of the location where the investigation of the case
takes place.
 There can be only 1 map available in the Investigation plan section for particular case. Screenshot from
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 Opened map has title “Map” at the top of the left page indicating the second level of the case book.
 The access to the map in the case book menu can be received in several different ways: from the beginning
of the case, after taking the map, after taking particular location. (this question requires discussion)
 Map will have different locations on it (London map will have Baker Street, Scotland Yard and others, Train
map will have different stations and mines located on it, etc.)
 A player will be able to “gather” map locations so that they appear on the map
4.1.3 Evidence
Evidence is a section in the case book which contains information about items (exhibits) and notes collected
during the case.
When a player opens this section, the evidence section will be opened. Screenshot from Sherlock Holmes:
Crimes and Punishments:
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 A player gathers evidences (items and notes) during the case gameplay.
 Note is a specific information about particular object or person.
 Item is a physical object which player`s character is supposed to carry with himself and be able to use
when it is possible.
 When item of the evidence section can be used in the case in certain common way (to be used in analyze
table, in archives, shown to a character or applied on some other object) there are following icons displayed:
icon in the tile-list; icons and text in the top of the evidence description page.
 There can be maximum 2 action icons per evidence element (there will be two icons and two textual
descriptions on the right page as well, but of smaller scale)
 If there are task icons for evidence icons, the evidence tab should be glowing.
 If item action is performed, action icon and action description should be removed.
 Note can be related to the element that is already shown in the evidence section of the case book – in
this case, when it is received, it simply updates the information about this element shown on the right page
of the case book.
 If more than 12 evidences are collected, a player may scroll the page down to see the rest of the evidences
 There have been maximum amount of characters defined for text box of Evidence section - 300 characters
 The size of the text box and picture size should are resizing correspondingly as the amount of characters
in text box is changing from 200 to 300
4.1.4 Documents
Documents are papers with certain important information found during the case. The structure of documents
section is similar to the structure of the evidence section. Documents were separated from evidence in order
to avoid too large amount of items in the same section that may be confusing for a player. Screenshot from
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 Document is a material object that gives some important information to the player (letter, book,
newspaper article, etc.)
 A player gathers documents during the case gameplay – they appear in documents section in
chronological order of gathering.
 There is a possibility to scroll documents with multiple pages (text that doesn`t fit one page, goes to the
second page with the same layout)
4.1.5 Dialogs
All conversations (dialogs) are stored in Dialogs section of the case book. Screenshot from Sherlock Holmes:
Crimes and Punishments:
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 Dialogs are stored for each character a player had a conversation with
 Dialogs appear in the dialogs section in the chronological order
 If player chooses a new dialog line of the dialog that is already shown in the dialogs section, the log for
this dialog is updated
 Face of the character and Title of the dialog (Name and Location) is shown on the left page
 Name of the speaking characters and spoken text are shown on the right page
4.1.6 Chronicle
Chronicle is a section of the case book that displays information about player`s progress in the game and
quality of his conclusions.
Chronicle section consists of two parts:
 List of cases and personality ranking – on the left side of the Chronicle section.
Short conclusion of the finished case and possibility to see whether the conclusion that was made is right or
wrong – on the right side of the Chronicle section. Screenshot from Sherlock Holmes: Crimes and
Punishments:
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 Short conclusion of the finished case and possibility to see whether the conclusion that was made is right
or wrong – on the right side of the Chronicle section.
 Chronicle section contains no information during the first case
 Personality ranking is based on the proportion between compassion and justice morale choices.
4.1.7 Souvenirs
Souvenirs is a section of Casebook that contains information about all additional items found in all cases by
the player. Souvenirs are items that were used as evidences in the investigated cases, for instance, in Sherlock
Holmes: Crimes and Punishments they were harpoon for Black Peter, silverware from Abbey Grange,
poisonous plant from Kew Gardens, etc. Screenshot from Sherlock Holmes: Crimes and Punishments:
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 Visually Souvenirs section is presented as Evidence Section of Casebook
 There will be 5 Souvenirs in the game (per each case).
 Player receives an achievement when he finds all the Souvenirs.
4.1.8 Echoes
Echoes is a section of Casebook where effects of made conclusions and moral choices in documental form
are stored.
Visually, section is presented as Documents section of Casebook. Screenshot from Sherlock Holmes: Crimes
and Punishments:
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Left page is presented as the list of document showing icons and names of the documents; right page
displays the document itself.
This section is filled throughout the game.
Player doesn`t know how many documents he will receive.
4.1.9 Character Portraits
Character Portraits is a section of casebook that contains information about those characters that Sherlock
has “examined” via Character Observation feature, dialog or documents (both alive and dead). Visually
Character Portrait may be looking like Evidence section of casebook that has tile-list of 12 slots on the left
page and title, picture and description on the right page of the section. Screenshot from Sherlock Holmes:
Crimes and Punishments:
From the very beginning of the game player will know the full amount of character portraits he will be able
to open: the slots for these portraits will have something like question marks.
When character portrait is opened (added to the Character Portraits section of casebook) the icon for this
particular slot will become the portrait of the character (like the ones used in dialogs section of the casebook).
Name, picture and description of the character will be displayed on the right page of the section.
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