i got to thinking about how in most games where crime is an option, the player character can use a weapon, touch various items, tread bloody/dirty footprints all over a scene, and commit a violent crime, and get away with it as long as nobody sees you do it. obviously, this isn't how this works in real life, and its not necessarily wrong that these games don't intend to simulate reality in this way, but couldn't trace evidence be implemented in these games in such a way that forces players to be a bit more prudent and intelligent/has it been done?
ive only really gone through possible attempts to work this into gameplay in my mind, but can't think of any examples. of course this might be because forensic science and the analysis of trace evidence is in reality, a pretty complicated and drawn out process and the game would have to somehow abstract that process if it already endeavours to implement the mechanic. why would a player come to a police station to get their dna compared to trace evidence, why would they sit in a court room while this virtual evidence is called against them, etc.
but again, much of this could be abstracted to maintain the primary focus of forcing the player to consider the consequences of their criminal actions, of course not in a moral sense, but in a methodical sense.
heres a hypothetical medieval fantasy rpg scenario
let's say a player has arrived to a medieval city, and he's come to steal a valuable gem from an aristocrats house. – he first goes into a local tavern, talks to npcs about gossip, local services, and where certain nobles might live
i could probably go into more detail but this is getting long and im doing this on mobile. thoughts appreciated
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