Case File 082 · Narrative and Game Design

How Interrogation Becomes a Gameplay Mechanic

Four ways games turn questioning suspects into gameplay, with the strengths and design risks of each approach.

By Murder Book Editorial TeamPublished Updated

Interrogation becomes a gameplay mechanic when questioning a character is something the player can succeed or fail at, not just a conversation to click through. Games do this in a handful of recurring ways:

  • Pointing out contradictions: you catch two statements, or a statement and a piece of evidence, that cannot both be true.
  • Reading reactions: you judge how a character responds, then choose how to react.
  • Choosing an approach: you pick a tactic, such as building rapport or applying pressure, and the suspect responds to it.
  • Reviewing recorded interviews: you analyse testimony someone else collected.

Each model turns a different part of real questioning into a rule the game can check. Each also runs into a design problem: real people do not signal lies reliably, so an interrogation game has to decide what the player is actually being tested on.

Key takeaways

  • Contradiction-based systems are the easiest to check and the easiest to brute-force.
  • Reaction-reading systems feel dramatic but risk implying that behaviour proves deception.
  • Approach-selection systems depend on clear labels, as L.A. Noire's post-release relabelling shows.
  • Recorded-interview games shift the work from asking questions to interpreting answers.
  • The strongest designs treat a suspect's behaviour as a prompt to look closer, not as a verdict.

Model 1: How do contradiction mechanics work?

The most direct way to make questioning playable is to make the lie a logical object. In Phoenix Wright: Ace Attorney Trilogy (Capcom), you cross-examine witnesses and present evidence that conflicts with their testimony. In a 2013 interview with Official Nintendo Magazine, reported by GoNintendo, series creator Shu Takumi described the concept he developed as "facing off against the suspect in a crime and exposing the contradictions in their statements". He wanted players to "deduce for themselves what was happening, rather than just selecting canned responses".

Other games vary the idea:

  • Contradiction: Spot The Liar (Baggy Cat, 2015): the official site explains that you "pair two contradictory statements" and the character "will be forced to admit their lie".
  • Danganronpa: Trigger Happy Havoc (Spike Chunsoft): Steam describes class trials where you dissect suspects' statements and "fire their words back at them", using timing and reflex-based systems.

Why it works: a contradiction is binary. Either the two statements conflict or they do not, so the game can give clear feedback.

The problem: the number of possible pairings is often small. Game critic Mark Brown notes in his 2023 essay on detective games that in contradiction-style games "you often can just tediously try every piece of evidence on every single statement". Our analysis: penalising wrong accusations is one obvious counter, but it can punish curiosity as much as guessing.

Model 2: Can a game make you read a suspect's face?

L.A. Noire (Team Bondi, Rockstar Games, 2011) built its interrogations around performance. Team Bondi founder Brendan McNamara told MCV in 2011 that "the key moments in a detective game would be the interrogation of the game's main suspects", and that standard motion capture could not reach "the degree of subtlety that we would need to read each character's facial expressions". The studio's MotionScan technology captured actors' faces with 32 cameras.

The game also shows how hard it is to translate player intent into a menu. The original response options were Truth, Doubt and Lie. For the 2017 re-release on Switch, PS4 and Xbox One, Rockstar changed them to Good Cop, Bad Cop and Accuse. A company spokesperson told Kotaku the change was made so the options "more accurately reflect Phelps' behavior when a player selects each choice".

Our analysis: reaction-reading is compelling because it resembles what people imagine interrogation to be. It carries a risk, though. If a glance away reliably means "lying" inside the game, the game teaches something research does not support. A meta-analysis by Bond and DePaulo (2006) found that people classify lies and truths correctly only about 54% of the time, and a review of 158 cues by DePaulo and colleagues (2003) found that many behaviours had no link, or only weak links, to deceit. See Why There Is No Single Reliable Sign of Deception.

Model 3: What happens when you choose an approach?

Some games make the how of questioning the main decision. Interrogation: You will be deceived (Critique Gaming, 2019) frames its sessions as dialogue "convo-puzzles". Its Steam description says that understanding a suspect's background is "key in choosing whether intimidation, guile or empathy is the right approach", and that the methods available include manipulation and threats, while you also manage your team and its reputation. The mechanic becomes a strategic and moral one: the cost of an answer matters as well as the answer.

Our analysis: approach selection gives the player a sense of authorship over the conversation. It depends on two things: the options must mean what they say (the lesson of L.A. Noire's relabelling), and the suspect's response must feel like a consequence of the choice rather than a random roll. The design question is also ethical. A game can reward coercion, question it, or show its costs, and each choice says something about interrogation itself.

Model 4: What if you only watch the interview?

Her Story (Sam Barlow, 2015) removes the act of asking entirely. The official site describes a police database of live-action footage in which "a British woman is interviewed seven times about her missing husband". You search by keyword and interpret what you find. In a Game Developer interview, Barlow said he "watched a lot of video footage of police interviews", and the interview frames the player's task as working out how and when to trust the central character.

Our analysis: this is interrogation as analysis. The pressure is not on the suspect but on the player's interpretation, which makes it well suited to exploring unreliable accounts. For more, read How Games Use Unreliable Narrators.

Comparing the four models

ModelExampleWhat the player is tested onMain design risk
ContradictionPhoenix Wright: Ace Attorney TrilogyMatching statements to conflicting evidenceTrial-and-error guessing
Reaction-readingL.A. NoireJudging a response and reacting to itImplying behaviour proves lying
Approach selectionInterrogation: You will be deceivedChoosing tactics and accepting costsOptions that don't match intent
Recorded interviewHer StoryInterpreting testimony from fragmentsPlayers losing the thread

Many games mix models. The mix is where the design gets interesting, because each model can cover the weakness of another.

What makes an interrogation mechanic feel fair?

Based on the examples above, our view is that a fair interrogation system:

  • Rewards noticing, not guessing. Contradictions should be discoverable by listening, not only by testing every pairing.
  • Labels choices honestly. The player should know roughly what an option will do.
  • Separates suspicion from proof. Behaviour can justify a follow-up question; it should not settle a case alone.
  • Allows innocence. If every suspect is guilty, the player learns to accuse by default.

For more on turning statements into puzzles, see How Games Turn Contradictions Into Puzzles.

How does Murder Book approach interrogation as a mechanic?

Murder Book: The Art of Interrogation, in development at Gungrounds in Zagreb, Croatia, draws on several of these models. Its press materials describe gameplay built around "real interrogation behaviors: Fabrication, Avoidance, Narrative Gaps, Emotional Leakage, and more".

According to its development materials:

  • Behaviour guide: an in-game casebook lists behaviours such as Stonewalling, Avoidance, Acting Emotion and Fabrication. The Acting Emotion entry links failing to sustain a performed emotion to cognitive load theory.
  • Evidence board: statements are linked together on a board, combining behaviour-reading with contradiction-finding.
  • Technique menu: the approaches offered are Build Trust, Futility, Bluffing, Baiting, Demonstration and Confrontation. Build Trust is described in-game as "fostering an environment where the suspect feels comfortable and secure enough to communicate openly".
  • Branching outcomes: a branching case map shows multiple endings, and a case select screen includes a "not guilty" result.

That last point connects to the fairness principle above: a suspect is not assumed to be guilty. Cases are designed for 5–10-minute sessions. Murder Book is in development for PC (Steam) and mobile, with release currently planned for the end of Q2 2027. For a walkthrough of how these systems fit together, read How Murder Book Turns Interrogation Into Gameplay.

Sources

  1. GoNintendo, Shu Takumi on the birth of the Ace Attorney series (reporting Official Nintendo Magazine, 2013)
  2. Baggy Cat: Contradiction
  3. Danganronpa: Trigger Happy Havoc on Steam
  4. Mark Brown, What Makes a Great Detective Game? (Game Maker's Toolkit, 2023)
  5. MCV/DEVELOP, The art of lying: LA Noire (2011)
  6. Kotaku, Rockstar Changed Truth/Doubt/Lie For The L.A. Noire Remaster (2017)
  7. Interrogation: You will be deceived on Steam
  8. Her Story, official site
  9. Game Developer, Road to the IGF: Sam Barlow's Her Story
  10. Bond, C. F., & DePaulo, B. M. (2006). Accuracy of deception judgments. Personality and Social Psychology Review, 10(3), 214–234
  11. DePaulo, B. M., et al. (2003). Cues to deception. Psychological Bulletin, 129(1), 74–118
  12. Murder Book press sheet, Gungrounds
  13. Murder Book official website