Stephen Fisher - Designer and Developer Stephen Fisher - Designer and Developer

#Suspicion: Where being social is Deadly!


Over 250 million tweets are posted each day, there are around 1 billion Facebook accounts in operation and everyday we are leaking more and more information about ourselves on-line. 

#SUSPICION is aiming to place you in the most socially deadly game of who dunnit yet to be created using modern leaps in technology alongside traditional card based game play elements you will be competing to work out out who commit a series of murders with ‘live’ interactions with victims friends and families. Build up points by correctly asking and interviewing friends and family but watch out as one of you will be placed as the killer and it is there jobs to tamper with the evidence, scare witnesses and otherwise ensure they don’t get found out.

Featuring NFC technology players can actively interact with game elements and using social media keep a breast on what is occurring, each play experience will be unique. Utilizing transmedia techniques the game transcends cards to make use of twitter engagement, Facebook lore, YouTube evidence to enhance the experience whilst also being completely playable if such technology is not ready to hand.  Via the power of Conducttr acting as a middle organiser each case will feel unique with your on-line friends able to keep track on your play experience and if you so desire taking part, the long term goal is to be able to market the game as case packs with customisable options available for the price of a retail board game however development is is in the early stages at present.

How to Play – Brief

The game is designed for 4+ Players each player if playing on-line will enter there twitter ID into the checking system, each player will receive a personal message from the automated on-line system nearly instantly with one of the players being told they are the Murderer.

Each turn has a set amount of actions, these include:

  • Scouting for evidence (Evidence Cards)
  • Interviewing Alibis (Character Profile Cards)

As a team they must chose which action to take with not all evidence or alibi cards corresponding to each case. The detectives score points upon successful completion of each action HOWEVER murderer can tamper and sabotage these actions as it is all handled on-line with scores revealed after each 5 turns thus making it difficult to work out who and when espionage occurred. The team win if they accuse correct murderer or score desired amount of points within the games time-frame, actions can be bought for points which can be helpful but also serve as a risk. Murder wins if wrong person is accused or points don’t reach landmark.

WIP Template

How NFC / QR / On-line adds to game play

IF players opt to play on-line and have access to NFC devices or smart phones they can actively chose actions on-line via tweeting it through and score is managed on-line. On-line adds a level of social interaction whereby they can watch custom made videos, look at victims profile pages and find out more clues to help or hinder the case in question, cause the murderer changes all the time the game mechanically is never the same and its down to good bluffing, the goal is however to be able to remotely change cases / update but also release extra case packs at a low rate frequently to extend the games meta narrative. If players wanted to make it more engaging they could by the fact they actively can tap items which could in theory be hidden around a play space to make finding evidence more engaging.

Obviously the game works offline too with pen and paper replacing some of the on-line interactions and details stored in ‘authentic’ feel case files.  Mechanically at its core the game is simple to pick-up and play with its selling point being its interesting added elements and level of experience it aims to generate.

So where is it at presently?

At the moment it is more at proof of concept stage with narrative links,plot details and social links being finalised with a proposed test session / version desired late February this is to ensure game play works as intended and visual / interactions are appropriate.

The future

Ideally as mentioned earlier I would like to market this game / experience mid this year via an on-line funding campaign and distribute as possible, ideally would love to get this game backed by other writers and release expansion case packs adding new characters, cards and options to game play even potentially option for players to customise packs to have their own details on printed materials and such. but at the moment this is all long term hopes and dreams.

I will update you with more details shortly including character profiles, test versions and how it works at a later date. A lot of the core mechanics and secrets are yet to be revealed cant be saying it all now can I.

Twitter Profile:

Game Review | Assassins Creed 4 (PS3)


Today I delve into the rough seas and try to pluck the treasures and avoid the bloodthirsty sharks that is Assassins creed IV black flag, otherwise known as ‘Timey Wimey Piratey rhymy’ for those who have had a tad too much to drink. AC4 is Ubisofts’ latest expansion to its historical action adventure series’ with roots game play wise harking back to Prince of Persia. Released in the UK in November 2012 for PS3 and Xbox 360 it thrust players back into the animus into the life of Edward Kenway.

Grand Ass Creed 4

 GRAND ASS CREED Video Coming in near future

Although mechanically and feature wise little has really changed from game to game the addition or rather rework of the sailing mechanic really makes this game stand out on its own and separates it from the realms of expansion that many including myself feared it to be. There is nothing quite like sailing around and owning the sea and during playtime I couldn’t help but feel and find similarities with another game franchise, that of the Grand theft auto series. In both games, you are free to roam around and cause mayhem and both rely heavily on a story narrative for direction whilst having fun and innovative game play options. However my play experience was somewhat marked when various minor and one somewhat major problem occurred during my play session. During one of the main campaign missions I managed to bypass a checkpoint which was meant to trigger an event, however by bypassing this due to arguably poor level design or oversight a cinematic didn’t activate which meant I had to essentially restart from scratch in order to continue. Also like previous titles enemy animations and ragdoll physics are always worth a laugh with one foe meeting his end with a face plant to a bench.

Assassins creed manages to make history a typically seen dull point and show its interest all be it in a pseudo real setting and for this alone makes for an interesting ride.  What really sets this apart is its multiplayer or as my heart calls it “oh, god not again” mode. The rush and speed your heart beats at when trying to avoid and kill targets is a high caffeine can’t reach, it is better to pretend to be the AI than to go for the kill often and so far not a game mode I have come to experience or enjoy as much in other multiplayer online games.

In conclusion, AC4 is the much-needed stab in the back the franchise needed and is in my opinion the best in the series so far due to focus on story and naval combat. Yes, it has flaws but if you take the time, to play through it you will appreciate how funny and enjoyable some of them really are.

Personal Rating (Which means nought): 8/10