Dapz said:
I agree with most of his comments, but I think it's best that the killer is always the same person. A murder mystery's story can't be very strong if it's that flexible!
..they could have just not declared who the killer was, and allowed it to be up to the viewer to decide who it really was.
But yeah, I agree the objection to the way they did this in Heavy Rain seems to be some sort of "academic" point about interactive gaming. Because in Heavy Rain they really have both. They had a very compelling narrative about deciding who the killer is first - then a detective part where you continue trying to figure it out. And they have a separate scene where the killer is revealed. And it seems pretty ridiculous to demand a more flexible scene like that, if they had to trade the "revelation" for it. After all, from the beginning we know that Ethan can't have actually been the origami killer in the papers. But he can be a copy-cat murderer. So QD really did the best possible with that story.
And any objection to that way of making the story would have to come along with a suggestion to restructure the story to be much less linear, with huge amounts of content that never would have been shown. And I'm not sure that's a very good suggestion, when the design in Heavy Rain was to have choice within particular context - and then reasonably limited story-paths and event triggers between those scenarios.
Instead, I guess you could mention that QD was pretty skilful in hiding where those branches happen. Because there are several events that are picked up and cause actual changes - most of them are never mentioned by one reviewer alone.
In the same way, the choices within the contexts are pretty intelligent - they make you choose for yourself what sort of motivation you have in the situation, rather than try to figure out what the main character's motivation is. Or, said in a different way, you are giving your character motivations in a situation - and the game then acts those out for you.
And that's.. pretty good, and novel, and new, and stuff like that.. on it's own. So that bears to be mentioned, before the "not enough choices" things - specially when combining those two ways of telling an interactive story really isn't possible.
Obsidian had a similar discussion going on when it came to choice in Alpha Protocol. Bioware has mentioned the same when comparing Mass Effect and Dragon Age. That you have two different approaches to the choices you insert in the story. So it's not as if you have nothing whatsoever to rest on here either..