Moebius: Can You Decipher The Pattern?

by on Mar.20, 2014, under developer diary, featured, moebius

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As described in our previous article, Malachi Rector has what is usa levitra known as a photographic memory. This means that everything he sees, reads, hears, or experiences he automatically remembers and retains. This skill is expressed in Moebius through analysis puzzles. There are three ways of going about this depending on the situation and canadian pharmacy online what Malachi is trying to find out.

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Which pattern does this man represent?

The first type of puzzle, and most important to the plot, is deciphering who in history most closely fits a person’s pattern. As Malachi examines objects and talks to people, he learns more about the subject he’s investigating. These are known as “plot points” and once he gathers enough of them he’s ready to start the analysis. This is done in two phases: First narrow down the potential candidates to three by determining who does and does not entirely fit each individual plot point. Then you compare the remaining three to each other and find the correct person by determining levitra prices in usa the one who is the closest to the plot points. If Malachi picks the correct historical figure then you’re finished and can continue on with the story. If something doesn’t add up in either part the game will let you know.

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What kind of person is Amble Dexter?

The second type of puzzle involves Malachi trying to size up a person and to use any information he can get about them as leverage in conversations with them. This is also used to gather plot points on certain people for Malachi to learn enough to perform an analysis of them, as described above. By selecting the brain icon when clicking on a character that you can analyze, it brings up a screen that shows a number of hotspots. Each hotspot represents an important piece of information about their personality, but it won’t tell the player what they need to know.

By clicking on one of these hostpots, a dialogue opens up with multiple choices as to what that observation could mean. Does a fancy shirt suggest the person has style? Perhaps the extra open button at the top means they aren’t used to dressing up. Maybe the sweat spots suggest they are uncomfortable for some reason. Get all of the information for each hotspot correct and you’ll learn all you can by glancing at them. Get something wrong and you’ll be told and have to fix your mistakes.

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Where does this object come from? Is it real or fake?

The final type of analysis puzzle is Malachi’s specialty. He’ll have to appraise a number of objects to determine their authenticity and how much they’re worth if real. Just like with the behavioral analysis puzzles described in the previous section, you’ll be given a number of hotspots and will have to figure out what they relate to. However, these options are visual – each one is an aspect of objects Malachi knows about, such as the material it’s made out of. Get all the data points correct and he’ll give his assessment to the client. Get something wrong and you’ll have to figure out where you went wrong.

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The original look of the personality puzzle.

These puzzles have been changed somewhat over time in response to feedback from members of the CSG that have given enough money to test the game. The one that received the biggest facelift is with the personality analysis. Originally it was planned to have no visible hotspots whatsoever and to have the player click on areas of the screen where they think those spots were located. Most of the backers who tested the early builds found this to be too hard and confusing, so it was changed to include them but still make it challenging.

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The first phase never changed

The other major change was to the pattern matching puzzle. Early builds were set up to allow the player to continue eliminating potential matches until there was only one person left. A number of the testers felt that just eliminating historical figures was too easy and that it needed more complexity and challenge to make it worthwhile. Thus the second phase, where you are left to pick the correct person between three final choices, was implemented to make players think further about the similarities between the person being analyzed and their potential match.

By utilizing these styles of gameplay we get a better understanding of how Malachi thinks and how he looks at the world when assessing a situation. They show his analytical side and how he quickly comes to conclusions based on what he knows and observes.

Stay tuned for our next entry which will cover the art of Moebius.

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Serena Nelson
Social Media Intern
Phoenix Online Studios


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