Writing a good
mystery is very hard.
Source |
It's commonly said
that comedy is the hardest genre to write, and honestly I'd have to
agree with that. However, if you asked me what the 2nd
hardest genre to write is, I'd undoubtedly say mystery. This stems from
a variety of things, but foremost in this is the sheer number of
mystery stories that have been told. A mystery isn't mysterious if
the audience knows what is going to happen, of course. It was a heck
of a lot easier to write an engaging mystery even 100 years ago
simply because less stories had been told and as a result, more new
ideas. This is only exacerbated by the era we live in of information,
where anyone can write a story and have hundreds of people read it
easier than ever.
So what if you do
want to write a mystery now? One way to do that is the most obvious:
come up with something never done before. With your enemy being
thousands of years worth of human thought, though, you're probably
fighting a losing battle. So this leaves aspiring writers to pull on
a variety of other methods to make their stories effective. My
favourite technique out off all the ones I've seen is misdirection.
It's so simple at
it's very core. What it entails is basically pulling the audience's
attention away from what has truly happened. Now, you can do this in
a variety of ways, with a wide range of fairness. You can gloss over
all the important details. You could pull the audience in one manner
of thinking, when in actuality that mindset was wrong from the
start. You could even (rather unfairly) just never show what the
important details are. Bur regardless, the common thread, the one
that must be followed to successfully pull of this trick, is leaving
the true solution out there while making sure the audience pays no
mind to it. I love it when a story does this, and the absolute best
execution I have ever seen of misdirection comes from Danganronpa:
Trigger Happy Havoc.
Spoilers
follow, obviously. Seriously, don't spoil this masterwork of a
mystery for yourself. I'm also assuming you've played it so it won't
make much sense otherwise.
So Danganronpa is the sort of premise that if I was a fiction writer
I'd be terrified of. A story where there are 5 separate murder
mystery arcs AND an overreaching mystery to solve? A single mystery
is already hard enough! Of course, as you know if you've played it
(RIGHT?) the game somehow manages this feat, and manages to do it
splendidly. I'm not here to gush about this, however. Today I want to
take a comprehensive look through the first case of Danganronpa
and look at how it plays with player expectations, tropes of the
genre, and of course, how it misdirects you.
OK,
so first we should look at the relevant elements before this case
even begins. First and foremost is the setting, or rather the
important part of it: the killing game. For our purposes, we'll hold
the game here as the motive. Fairly self explanatory. Next, of
course, is the eventual victim of the case, Sayaka Maizono.
Sayaka is an interesting element for
many reasons, but let's just stick with her before her eventual
death. To the player, Sayaka is initially presented as an ally, but
more importantly someone the protagonist has a prior connection to.
What she serves as is an element of stability and relief.
Following Sayaka is of course the 13
other students, ones that at this point we know very little about. A
glimpse here or there, perhaps, but in the end our knowledge of them
this early on is limited at the best. They're rogue elements.
Finally, there are 2 key events I want
to examine as well. These are the CD reveals and Makoto and Sayaka
swapping rooms. I'll call these the catalysts.
Seriously this
is your last chance before major spoilers if you didn't listen to me
before
So we'll fast forward to the events right before the investigation.
Sayaka and Makoto swapped rooms for the night, and the next day
Sayaka shows up in Makoto's room, murdered by the hand of someone in
the group.
Now, this basic setup is great for a few reasons. First, it gives the
other characters a reason to totally think on the wrong path
in-universe. Obviously, if you're not Makoto, the primary suspect is
him since the victim showed up in his room. This is the first way the
game misdirects you, by having the actual characters be misdirected,
giving a believable reason for it, and most most importantly, disallowing
you yourself from thinking that line of reasoning is correct.
That last point is the most important because all the discussion
around the case is going to be focused on that line of thinking,
meaning you know it's wrong but the game isn't letting you develop
other lines of thought. It's intentionally steering you away from the
truth, and it's not doing it with any obvious roadblocks either. It's
also a nice bonus to raise the stakes.
Another thing the game does that I really like is that it takes full
advantage of the point of the story it's at. I can very easily see a
scenario where a case similar to this happened later on in the game,
but there is no way it would work as well because by that point you'd
know more about your fellow students. At the start of the game,
however, you've got 2 basic relationships in the game: you know
nothing about the others, and you likely trust Sayaka. And then
Sayaka is murdered. So you're left in a position where you can't
trust anyone but the dead person lying on the floor.
Until you can't even do that.
I'm skipping ahead a bit, but eventually it comes to light Sayaka was
the initial aggressor, and in all likelihood was just being friendly
and open to Makoto to use him for said purpose. This is great, and I
was absolutely freaking out at this revelation because it's brilliant
storytelling for so many reasons. Primarily because you probably
didn't think of this possibility, right? Everything thus far has been
presented as fairly straightforward: Sakaya is trustworthy, nobody
else is. But as it turns out, that's exactly what you were supposed
to think, and as a result you never even thought of the possibility
of her being the true aggressor in this situation. It's also brilliant
at a few other things like making you trust nobody and letting you
know the usual tropes are not in effect, but that's not what this
article's about really. The misdirection is so prevalent not only in
this case, but throughout the entire game.
That's Danganronpa's M.O. It's so simple but it works so well. You
see it crop up with the Sakura's "Locked room" murder and
even intentionally invoked with Byakuya's Genocide Jack troll(for
lack of a better term). It's most clearly set and seen in this first
case, however, which is why I chose to examine how it uses
misdirection. The usage of this little trick isn't braindead, either.
They carefully develop it each time (See Genocide Jack reveal) or
cleverly bury the important details in the evidence (See Sayaka's
motives).
It sees use in many ways, but again, the game is essentially at it's
core always trying to get you to look and think in the wrong
directions. There aren't many cases where the facts are all there and
you simply need to piece them together. There is always some active
effort to prevent you from doing so on the part of other characters
or the plot itself. You'll notice if you look a little deeper how the
actual mysteries wouldn't be that mysterious on their own. "Girl
tries to kill man but in struggle man kills her" or "Person
commits suicide alone in room" aren't exactly original twists
nowadays. However, muddling the story with previous relationships or
having actual attacks before the suicide contribute to you not going
down the right path and getting sidetracked or interpreting things
entirely wrong.
So I hope I've helped you see misdirection in action and how it can immensely help a story. Danganronpa makes liberal use of it and the
second I finished it I immediately started to use it as an example
here, I don't think I've ever seen a story use it quite so much. I
could seriously go on and on about how Danganronpa uses storytelling
tricks and gameplay elements for a long time, but I'll cut myself off
now. I hope you enjoyed reading, and have a great day!
No comments:
Post a Comment