{"id":196132,"date":"2025-09-25T18:27:27","date_gmt":"2025-09-25T18:27:27","guid":{"rendered":"https:\/\/news.xbox.com\/en-us\/?p=152491"},"modified":"2025-09-25T18:27:27","modified_gmt":"2025-09-25T18:27:27","slug":"how-the-darkside-detective-honors-its-point-and-click-legacy","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-the-darkside-detective-honors-its-point-and-click-legacy\/","title":{"rendered":"How the Darkside Detective Honors Its Point-and-Click Legacy"},"content":{"rendered":"\n<p>Just as the gunplay from Doom to Halo to Call of Duty has deepened and refined over the years, the point-and-click adventure gameplay of <em><strong><a href=\"https:\/\/www.microsoft.com\/en-us\/p\/The-Darkside-Detective-A-Fumble-in-the-Dark\/9P0V3BLGW7NX\">The Darkside Detective: A Fumble in the Dark<\/a><\/strong><\/em>, available now on Xbox One and Xbox Series X|S, has similarly been deepened and refined. But in charting the path from <em>Monkey Island<\/em> to <em>The Darkside Detective<\/em>, what\u2019s changed about the design of point-and-click adventure systems over the last 25 years? More importantly, how does the challenge of thinking outside the box to find cool solutions to complex puzzles grow up over all that time?<\/p>\n<p>It\u2019s that challenge at the heart of point and click adventures. You have a toy robot, a knife, and a hotdog bun. Somehow, this is going to help you jumpstart a motorized elephant that\u2019s blocking your path. You need to think through the options at hand and come up with a clever solution to that problem, otherwise, you\u2019ll never progress. And there\u2019s a difficult line to thread to make a satisfying puzzle in the modern era. <a href=\"https:\/\/www.gamasutra.com\/blogs\/PaulConway\/20181001\/327583\/Spooky_Doorways_revisiting_Darkside_Detective_Season_One_design_choices_in_light_of_nearly_fully_funded_Season_Two_on_Kickstarter.php\">In a blog on Gamasutra<\/a> about the game\u2019s design, artist Paul Conway writes: \u201cWe watched people play and tried to keep the difficulty level such that it was a challenge to solve something, but not so hard that you jumped to a walkthrough.\u201d You\u2019re not just designing a point and click adventure title devoid of context. You\u2019re designing a point and click adventure title for people who have been playing these games for twenty-five years just as much as you are designing for folks who are picking it up for a few laughs. How do you help players navigate through spaces and cases where they might otherwise be stuck?<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy.jpg\" alt=\"The Darkside Detective: A Fumble in the Dark\" class=\"wp-image-152494\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-2.jpg 1920w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-3.jpg 569w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-4.jpg 768w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-5.jpg 1536w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-6.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-7.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-8.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-9.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-10.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-11.jpg 208w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>One answer is a clever writing trick the game pulls off: giving hints when the player is on the right track. In game design, perceivable consequence is when the game reacts to decisions the player makes in such a way that it communicates useful decision-making information to players. In <em>The Darkside Detective<\/em>, if a player tries to use an item to solve a puzzle, they will get a small bit of dialogue noting the failure. Usually, this dialogue comes from a small subset of generic lines matched to the theme of the case. But if the item is useful to the puzzle, just not in the way that the player is trying to use it, the failure dialogue will instead be unique, telling the player they\u2019re on the right track, but need to find some other avenue to progress.<\/p>\n<p>It\u2019s a small design decision, but one that creates two clear categories for any item that enters Detective McQueen\u2019s inventory. An item with generic failure text is one that you can disregard for this puzzle. An item with unique failure text is one that\u2019s crucial to it. And creating that category now allows you to orient players in the right direction. Maybe the failure text will mention something that triggers your memory and head back to an item they previously thought was irrelevant. This also allows the puzzles to be more complex and interesting, since you have a better way to bolster failed decisions by players. If the failed decision points them in the right direction, you make it easier for players to make those failed decisions without getting stuck on the puzzle.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-large\"><img decoding=\"async\" loading=\"lazy\" width=\"1920\" height=\"1080\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-1.jpg\" alt=\"The Darkside Detective: A Fumble in the Dark\" class=\"wp-image-152496\" srcset=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-12.jpg 1920w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-13.jpg 569w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-14.jpg 768w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-1.jpg 940w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-15.jpg 1536w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-16.jpg 1776w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-17.jpg 1200w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-18.jpg 800w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-19.jpg 592w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-20.jpg 518w, https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy-21.jpg 208w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" data-recalc-dims=\"1\" \/><\/figure>\n<\/div>\n<p>And that\u2019s just one instance of a game design decision that marks the progression of the point-and-click adventure since its heyday in the 90\u2019s. Paul writes: \u201cWe made a list of puzzles seen in adventure games and marked off those we didn\u2019t like &#8211; pixel hunting is gone, no dialogue puzzles, that kind of thing. Minigames were a way to break the mechanical pace and add a sense of reaching a milestone.\u201d If you\u2019re new to the genre or an old diehard for it, you can rest assured that <em><strong><a href=\"https:\/\/www.microsoft.com\/en-us\/p\/The-Darkside-Detective\/9NRWNJS7JS6H\">The Darkside Detective<\/a><\/strong><\/em> will scratch that point-and-click itch for the first time on Xbox! <strong><a href=\"https:\/\/www.microsoft.com\/en-us\/p\/The-Darkside-Detective-A-Fumble-in-the-Dark\/9P0V3BLGW7NX\"><em>The Darkside Detective<\/em> and <em>The Darkside Detective: A Fumble in the Dark<\/em><\/a><\/strong> are both live on Xbox for you to play today!<\/p>\n<div id=\"msp1618507737902\" class=\"\">\n<div class=\"ms-product-badge mspb-large\" data-product-id=\"9P0V3BLGW7NX\">\n<div class=\"mspb-primary-image\"> <a href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9P0V3BLGW7NX\" target=\"_blank\" rel=\"noopener\"> <img decoding=\"async\" src=\"https:\/\/store-images.s-microsoft.com\/image\/apps.61096.14519852149850431.783357c0-fa44-4411-ba93-d6bfbc3b6e14.a229bbb7-4492-4ff0-99fa-9aca34050b1e?w=400&#038;h=600\" alt=\"The Darkside Detective: A Fumble in the Dark\" class=\"skip-lazy\" \/> <\/a> <\/div>\n<div class=\"mspb-details\">\n<div class=\"mspb-feature-badges\">\n<div class=\"mspb-feature-badge xbox-live\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/04\/how-the-darkside-detective-honors-its-point-and-click-legacy.png\" alt=\"Xbox Live\" class=\"skip-lazy\" data-recalc-dims=\"1\" \/> <\/div>\n<\/p><\/div>\n<h2>The Darkside Detective: A Fumble in the Dark<\/h2>\n<div class=\"mspb-secondary-details\">\n<div class=\"mspb-left-container\">\n<p>Akupara Games<\/p>\n<div class=\"mspb-rating\">\n<div> <span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span><span>\u2606<\/span> <\/div>\n<div class=\"mspb-full-stars\" style=\"width: 0px\"> <span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span><span>\u2605<\/span> <\/div>\n<\/p><\/div>\n<div class=\"mspb-price\"> <span class=\"mspb-msrp\"> <span>$12.99<\/span> <\/span> <span>$11.69<\/span> <\/div>\n<div class=\"mspb-buttons\"> <a class=\"mspb-link\" href=\"https:\/\/www.microsoft.com\/en-us\/store\/apps\/9P0V3BLGW7NX\" target=\"_blank\" rel=\"noopener\">Get it now<\/a>\n<\/div>\n<div class=\"mspb-bottom-badges\"> <\/div>\n<\/p><\/div>\n<div class=\"mspb-right-container\">\n<div class=\"mspb-description\"> &quot;Twin Lakes is a cursed city. Less cursed than say, \u201cDemons are tearing it apart\u201d but more cursed than \u201calways loses its keys\u201d or \u201coften steps in puddles\u201d. It\u2019s roughly in the middle of the cursed scale, is what we\u2019re trying to say. Cursed enough that it\u2019s a nuisance. Cursed enough that somebody has to deal with it\u2026 That\u2019s where The Darkside Detective comes in. Whenever you hear a bump in the night, feel a tingle up your spine, or smell something fishy, Detective Francis McQueen isn\u2019t far behind.<br \/>\nNo, he doesn\u2019t smell of fish &#8211; it\u2019s a phrase, come on&#8230; Picking up after the events of The Darkside Detective [link], McQueen has to save his usually-present (in body, if not mind) sidekick Officer Dooley from the Darkside, so the two can get back to what they do best &#8211; investigating the city\u2019s many strange, often paranormal, always paradoxical goings-on. Join them in this frighteningly funny point-and-click adventure as they investigate six more standalone cases bringing them to a carnival, the local retirement home, an amateur wrestling circuit and even as far away as Ireland as they do what they can to keep the Darkside at bay.&quot;\t<\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<\/div>\n<p>Related:<br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/04\/09\/next-week-on-xbox-april-13-to-16\/\">Next Week on Xbox: April 13 to 16<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2021\/03\/26\/express-yourself-in-the-kitchen-with-soup-pot-this-august\/\">Express Yourself in The Kitchen with Soup Pot This August<\/a><br \/><a href=\"https:\/\/news.xbox.com\/en-us\/2020\/10\/20\/idxbox-cozy-game-sale\/\">Cuddle Up and Get Ready for the ID@Xbox Cozy Game Sale<\/a><br \/> <a href=\"https:\/\/news.xbox.com\/en-us\/2021\/04\/15\/how-the-darkside-detective-honors-its-point-and-click-legacy\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Just as the gunplay from Doom to Halo to Call of Duty has deepened and refined over the years, the point-and-click adventure gameplay of The Darkside Detective: A Fumble in the Dark, available now on Xbox One and Xbox Series X|S, has similarly been deepened and refined. But in charting the path from Monkey Island to The Darkside Detective, what\u2019s changed about the design of point-and-click adventure systems over the last 25 years? More importantly, how does the challenge of thinking outside the box to find cool solutions to complex puzzles grow up over all that time? It\u2019s that challenge at the heart of point and click adventures. You have a toy robot, a knife, and a hotdog bun. Somehow, this is going to help&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-the-darkside-detective-honors-its-point-and-click-legacy\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":196133,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[],"class_list":["post-196132","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-xbox-wire"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How the Darkside Detective Honors Its Point-and-Click Legacy | Arcader News<\/title>\n<meta name=\"description\" content=\"Just as the gunplay from Doom to Halo to Call of Duty has deepened and refined over the years, the point-and-click adventure gameplay of The Darkside\" \/>\n<meta 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