Help with a murder-mystery with multiple victims who can be saved

This is a complex question and I’m not even sure it’s a solvable issue but I thought I’d run it past people with experience of branching narratives.

I’m in the early stages of a VN that is a supernatural murder-mystery. The underlying theme is a Raging Loop-style time loop (or Groundhog Day style, if that’s a better cultural reference) where the player (protagonist) gets caught in a loop where every time they die, they return to to the start of the events of the game with some memories of what happened in the previous timeline. The object of the game is to figure out how to exit the loop, save the other victims and escape from their predicament.

The cast get trapped on a WW2-era steamship that is trapped in a dense fog - the fog is caused by an unknown, mysterious force within a sealed room on the ship. Over time, being trapped within this fog causes mental deterioration, paranoia and ultimately violence.

My issue is that while I intend on giving the player the ability to jump around the timelines and use memories they have gained to make choices they otherwise would not have thought about, or simply couldn’t have my ideas start to fall apart when I consider what happens if the player rescues a victim using a memory they gained.

For instance, let’s say the cast discover the murdered body of another character in a room. The player then (somehow) dies. The memory of the character being dead in that room should, theoretically, be already enough for the player to try and stop it - they just need to hide out in the room or nearby. Even if the player dies in the process, they’ll uncover the culprit by the third go-around and any further deaths are easy to avoid.

In addition, even if the player saves the first victim and the murderer continues regardless - by the time of the second or third victim being saved, not only will the cast not have much reason to be tense or afraid, the true murderer is probably going to either give up or lose their initial motive (Th first kill was an act of rage, subsequent ones are justified - if the first rage-kill doesn’t happen, then what triggers any subsequent ones?)

If this is all sounding super complex, welcome to my world haha.

Basically, I’m struggling to come up with a murder-mystery that either requires a conventional branching narrative which means the player could possibly stumble on the right path and may never have a reason to encounter vast swathes of the story, or the looping mechanic which quickly falls apart when the player needs to start solving murders.

If anyone has any insight on this, I’d love to know - even tips on a multiple-victim murder mystery where the player can save each victim would be helpful.

2 Likes

This sounds like the problem in the Final Destination, where Death was coming for a character. Should that character cheat death, it moved on to the next one etc.

For your story, it all depends on how you view time travel imo. If you prevent the 1st person from dying then have you just simply altered that moment in time this the future from that point, or have you adjusted the entire path of time including the circumstances of events leading up to that moment? Something to think about. :grin:

2 Likes

The idea would be that if the player prevents a death, the timeline that follows will change. After all, if a character dies, and an innocent character is suspected and accused and ends up getting locked in a cabin for the safety of everyone else, none of that will make sense if the initiating death doesn’t occur.

I suppose that’s where the other problem lies: the climax and ending. If the player figures out how to stop each death, then by the time they reach the end and need to solve the final puzzle to free the ship, themselves and the player from the time loop, by the reckoning of the people of that timeline, basically nothing really untoward has happened. The player may have been oddly insistent on characters not going places or kept showing up unexpectedly when particular characters were alone and isolated, but it would make the final “loop” as it were kind of a boring wrapping-up exercise.

1 Like

If the previous loops are sufficiently tragic and depressing enough, then it will feel like ‘nothing happened’ is the happiest ending we could get.

I don’t know what you have planned out for your work, but here are some random ramblings.

Who is the protagonist (to the others), and why would they trust him/her if they ‘insist on people not going places’? If it results in something bad happening (the lesser of two evils, but nobody else knows), how do they retain enough trust for people to listen to them a second time?
Does nobody suspect the protagonist themselves? Do the murderer(s) not take steps to make them discredited or disabled once the first kill is thwarted?

Does the protagonist retain memories completely, or do they get fragments via echos in a dream? Are all the memories reliable? Can the protagonist mentally handle remembering multiple versions of the past?

Where does the protagonist get their looping abilities, and is there a price for it?

Could there be a rival looper?

Do the murderers react to the the protagonist’s activities? If the protag is in one place, can’t they lure the victim somewhere else, go find a different victim, or wait for the next chance?

So anyone can become a killer, including any potential victims in other timelines? What if the people you save will go on to directly or indirectly spark other deaths?
What if, after several loops, the protagonist would discover that at any given point in time there would be multiple people on the verge of murder, and they would need to manipulate/persuade/arrange so that each killer is missing something out of their motive,means, and/or opportunity?

(that would be more like a murder-puzzle instead of a murder-mystery though)

Who are the cast? A bunch of strangers who happen to be thrown together? Acquaintances who know each other from in normal life? A bunch of strangers who naturally hate each other because they are on opposite sides of wars/conflicts?
Either way, what is their motive for murder?

What makes the subsequent kills justified? Why aren’t they justified anymore if the first doesn’t happen?

2 Likes

You mentioned the murder happened because of unknown force in one sealed room of the ship. Why not make that the goal?

Plot-wise, the murder will always happen no matter what the PC do. They might prevent the first murder, but the next one came up totally unexpected. So on so forth, while still maintaining the illusion that the murderer is one single person the entire time.

It’ll be up to them to discover the cause of the madness and solve the issue, the Fog. It won’t necessarily be a murder-mystery game, more like escape-room puzzle style.

It’s the best scenario I can think of.

3 Likes

Who is the protagonist (to the others), and why would they trust him/her if they ‘insist on people not going places’? If it results in something bad happening (the lesser of two evils, but nobody else knows), how do they retain enough trust for people to listen to them a second time?

My thoughts on this would be that the player would need to earn some level of trust for a given character through character interactions and (possibly) either/or decisions where they can side with someone or not. If that character trusts the player enough by the time it really counts, they’ll be willing to take them at their word. I haven’t thought enough ahead to figure out what negative (albeit not lethal) consequences for given choices might be if they save another character but it’s certainly something I will need to consider.

Does nobody suspect the protagonist themselves? Do the murderer(s) not take steps to make them discredited or disabled once the first kill is thwarted

So there will be at least one timeline where the player either through bad choices or deliberate interference by the killer becomes a suspect for the killings - I’ll talk a bit more about the killer setting the player up in a moment

Does the protagonist retain memories completely, or do they get fragments via echos in a dream? Are all the memories reliable? Can the protagonist mentally handle remembering multiple versions of the past?

It’s flashes of memory that occur in visual form when the player is close to re-living that particular event (a character dies after going on a wander during the night to prove a point to someone else, the player has an opportunity to speak to this character before they retire for the evening, the memory kicks in and the player becomes aware that if they do nothing, this character will be killed during the night).

Where does the protagonist get their looping abilities, and is there a price for it?

So for this, my idea is that the sealed door on the ship contains something that, when activated, not only triggers the fog but essentially traps the ship in a pocket dimension. During the players’ first timeline, they always end up in the same situation: the try to do something with the source, fail and die. This attempt also locks them in a timeloop and gives them their ability to recall previous timelines. As for price, I’m not sure yet - I’ll discuss this more after:

Could there be a rival looper?

So all of this got me thinking about an alternative to what I’ve mentioned above: One of the other characters is not only a looper, they also got trapped in much the same way as the player. However, due to this characters personality flaws, they couldn’t figure out a way to undo the looping or save the other characters. All their loops end up in bloodbaths with the survivors turning on each other. After a significant amount of loops where the killer couldn’t figure out how to get everyone to cooperate and solve the mystery holding them there, they gave up in despair and started treating it as their own personal Hell, doing whatever they feel like and setting up cruel ways to torment and kill of the cast over and over.

I haven’t figured out how yet, but the player joins the fated crew by accident and becomes part of a new loop. The killer doesn’t know why or how the player becomes involved but decides that a new variable will shake things up. The player gets trapped in a time loop in the same way the killer does and starts recalling past timelines. The killer doesn’t realise the player is recalling things, however so for a while at least, the killer just treats the player choices as random quirks of fate.

When you brought up a “price” being paid for the ability to recall previous timelines, I figured it could be a rationale for why the killer, by the time the player arrives, is no longer interested in trying to figure out an escape. The recollection of so many murders, deaths (his own included) and the near-constant exposure to the mentally unsettling effects of the fog would have taken an enormous toll on his psyche.

An idea I had for when the killer starts to suspect the player is actually able to recall would be a specific trap set by the killer during a timeline where the player has already been forced to die several times. The killer uses it to determine if the player can remember a trap that they otherwise would have no reason to know about after they’ve already fallen for it once.

Who are the cast? A bunch of strangers who happen to be thrown together? Acquaintances who know each other from in normal life? A bunch of strangers who naturally hate each other because they are on opposite sides of wars/conflicts?
Either way, what is their motive for murder?

The cast would be a group of strangers who don’t know each other who survive the sinking of a luxury cruise liner and all end up in the same lifeboat. The lifeboat encounters the ghost ship and that’s how they end up on board. Their motives (at first) are non-existent although since no-one knows who the killer is, actual motives are manufactured from character clashes and arguments that take place during the first few nights. As time goes on, the debilitating mental effects of the fog will create reasons for them to turn to violence.

What makes the subsequent kills justified? Why aren’t they justified anymore if the first doesn’t happen?

This was badly phrased on my part, the original idea was that the first kill was a result of an argument turning violent. Subsequent kills would be because the killer, now unhinged due to their guilt and the exposure to the fog would justify it through a misguided attempt at “removing threats to the survival of the group”. I’m thinking this approach to a motive is not really workable with the time-looping mechanic and savable characters.

It’s something I want to think more on, but if you’ve further comments I’d love to hear them!

You mentioned the murder happened because of unknown force in one sealed room of the ship. Why not make that the goal?

Plot-wise, the murder will always happen no matter what the PC do. They might prevent the first murder, but the next one came up totally unexpected. So on so forth, while still maintaining the illusion that the murderer is one single person the entire time.

It’ll be up to them to discover the cause of the madness and solve the issue, the Fog. It won’t necessarily be a murder-mystery game, more like escape-room puzzle style.

I think moving to the escape-room style for this situation is probably a good course to take; the major threat here is the looping, the fog and freeing the ship and those on it from the situation they are in. I think trying to figure out the identity of the other looper would still add an element of the murder-mystery so I’ll try brainstorming some ideas based on that!

Thoughts on the potential killer-looper.

From the way you describe it, the player in any single timeline never gets concrete proof that they are looping; the visions may as well be signs sent by a giant squid god, for all they know.

If the killer gets the same kind of visions:

If every possible death in all the past timelines will trigger a memory, eventually they would reach a stage where they are constantly having overlapping & contradictory flashbacks of murder right from the start of the loop.

I’ve no idea what that would realistically do to a person’s mind, but raving, gibbering madness is probably on the table.
Alternatively, they might become unable to distinguish visions from reality, view the visions as a divine mission assigned to them, or want it to end so badly that they fall into a ‘extinction = world peace’ mentality.

1 Like

From the way you describe it, the player in any single timeline never gets concrete proof that they are looping; the visions may as well be signs sent by a giant squid god, for all they know.

If the killer gets the same kind of visions:

If every possible death in all the past timelines will trigger a memory, eventually they would reach a stage where they are constantly having overlapping & contradictory flashbacks of murder right from the start of the loop.

I’ve no idea what that would realistically do to a person’s mind, but raving, gibbering madness is probably on the table.
Alternatively, they might become unable to distinguish visions from reality, view the visions as a divine mission assigned to them, or want it to end so badly that they fall into a ‘extinction = world peace’ mentality.

These are all very good points; Perhaps instead of just remembering specific moments shortly before they would otherwise occur, instead simply have the loopers just remember everything always.

I was inspired by a game called Raging Loop which has this mechanic. At first, after their first death, the protagonist is confused and doesn’t fully realise what happened, but eventually, because they remember their constant looping back and reliving the same situation as a linear series of events, it’s not so much remembering contradictory timelines as just remembering one, long repeating timeline that plays out differently each time. The problem with this however is that the game all but demands you use a built-in decision tree to jump from a death (which gives you a “key” to unlock a decision you previously couldn’t take) to the newly-unlocked decision. Played like this, this perception of time loops makes sense. However, if the player decided to just start from the beginning of the timeline, make all the same choices that lead up to that moment, the new revelations gained from a very specific branch of the timeline just sort of explode into their mind. Prior to that, the protagonist may as well be completely unaware of everything they’ve experienced.

That game sort of just blagged it though, not really addressing how it works and assuming the player wouldn’t bother to literally restart the timeline from the beginning each and every time they unlock a new choice. I might need to do something similar?

Somehow it remind me paradox factor, where your character discover how to travel back in time (more like project to his past self).
In the end I choose to change absolutly nothing. Every time I change the past, something worst happen.