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Sherlock Holmes: Game IQ?

By Retro and ronnoc213
Posted 3-26-2026; Edited 3-26-2026

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Part I: Investigate Your Audience

Written by ronnoc213

Puzzles Can be Hard

You're stuck, back in 1998, playing The Legend of Zelda: Ocarina of Time, in the water temple. One of the hardest puzzles in video game history. Well, someone created that puzzle, the programmer. They have to be able to understand their audience, which usually involves sitting in their place. To do this, most developers will play games to help them both understand the composition and the people who play the games. Lots of people struggle with the logic and solving behind puzzles and mysteries within games.

Think back, have you ever been stuck on a puzzle in a game where you had to give up and look up how to solve it? Well, for the most part, that just means you need to learn to use and refine your mystery-solving skills, something that reading classics, especially Sherlock Holmes, can help you solve. Now, a lot of people may have an aversion to reading "old" books that seem boring or slow. While that may be true for some books, there are mystery books that are engaging and interesting to read, and they help develop the skills essential to the most engrossing gaming experience.

Learn to Observe

The gap between a player and a puzzle often stems from a lack of active observation. In modern gaming, we are frequently led by waypoints and glowing objective markers. When those are removed, as they often are in mystery games, the player feels abandoned. This is where the detective mindset becomes an advantage. Reading Sherlock Holmes isn’t just about enjoying the classic stories; it is important in filtering signals from unimportant noise.

An excellent Sherlock story to read would be The Copper Beeches, in which Sherlock establishes the fundamentals behind solving problems and puzzles. It is written: "Data! Data! data!" he cried impatiently. "I can't make bricks without clay."(Doyle, 1892). Sherlock is exclaiming that the basis of thinking through anything is getting the materials. When you walk into a room with a puzzle, take note of everything, no matter how insignificant. When looking at your audience, no matter what type of game you make, you must consider every preference and opinion, leaving nothing out.

Remember the Clay

This "clay" is not only an essential thing for a gamer, but for the programmer as well. If the developer fails to provide correct information, like a slight change in texture on movable objects or a subtle change in the color of water, the puzzle becomes less of a challenge and more of a frustration. The data, or clay, as sherlock put it, is the communication the developer portrays to the person playing. Just as Sherlock has to be able to notice mud on someone's shoe or floor to solve mysteries, players need to be able to see things to anticipate traps or answers.

Veterans Observe

By reading Sherlock Holmes, you train yourself to stop just looking, it makes you see. When gamers encounter the aforementioned water temple, they see the simple stuff. The player who has immersed themselves in the mysteries not only sees, they observe. The geometry, the discolorations, the slight edges signalling hidden doors. They treat the game as though they were collecting evidence, not just observing a sequence of events.

About Me

I am a Junior in high school and a potential engineer. As part of my pursuit towards this goal, I've had to learn to create things, both physically and digitally. I spend large amounts of my free time researching projects and creating things. If you want to learn more about me, go to my Instagram at @ronnoc213546.

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Part II: Game Developement, a Mystery to be Solved

Written by Retro

Although understanding the audience is part of the development process, Sherlock's stories can very well be applied to all other aspects of development as well. The stories all have some element of discussion to get a basic idea of where to start, and a combination of orthodox and unorthodox methods to get past obstacles and get more clues, which is not unlike game development.

Finding Your Audience (Again)

As said before by Connor, you need to know who your audience is, or what they want; each genre caters to a different audience, and maybe your imagination and abilities mirror one more than another. It is important to do the research on what potential audiences might want, following a set of steps fairly similar to the Sherlock Holmes formula of finding a mystery to follow, gathering clues, collaborating with witnesses, and finally putting the theory into practice.

Rather than catering to purely your own wants, go through game forums, marketplace reviews, and editorials to gather clues on what the audience you should pursue and what they may want. You may ask potential consumers on what kind of games they want to fine tune the sort of game you want to make. It may be necessary to repeat the process, but by doing so, you get more clues for what is demanded and polish your concept into a well-sculpted idea.

Explore Your Toolbox

Now that you have a good idea of what you want to make, you need to figure out what tools you need to begin and how to repair any issues that pop up along the way. Examine the type of game you have, and research what development kits could be used to achieve this as easily as possible.

Would Sherlock use a hammer to pick a lock? No, that is not an effective tool for the task! For example, you may find that RenPy is great for visual novels, but not nearly as powerful as Godot for dynamic 3D games. Like being a locksmith, a developer has tools that are only to be used in a specific situation.

Smashing Bugs

Once you find the right tool for the task, you may find various other issues, like bugs and (if you care about it) compatibility between platforms. Put on your hunter caps and puff your pipes, and start digging through the error logs. Most of your issues will be outlined right there for you to see, but sometimes, it may not be immediately obvious.

Violet Hunter, in one of the stories, is forced to do strange things, like sit facing away from the window. She didn't know what was happening behind her since she was not allowed to look back, so when her mirror broke, she used a hidden shard to finally look behind her. The Sherlock Holmes stories are about using innovative methods to solve strange mysteries, and coding is no different.

About Me

This is my site so everything about me is here, but here is a quick rundown. I am a high school senior and wannabe engineer obsessing over survival sim games and tinkering with computer hardware. Although I am certainly no pro at game programming, I do get heavily involved with getting to know the tools and process. Feel free to click around to find out more about my schenanigans!