Keep track of actual conversations between the Batman and NPCs in the Batcomputer?? Sweet mayonnaise-covered french fries! That's beautiful, just beautiful.
Now would the computer make some of its own notes to accompany the records of these exchanges? Would it, for example, note which pieces of info panned out, which were proven false or useless and which are still pending? Would it put a label on the subject that totals up his/her status as a reliable resource? Would it tell you, based on what happened before, what kind of tactics work best to manipulate and deal with the subject?
I'd like for the computer to take at least some of the burden off of the player's memory, but I don't require that it spoon-feed you all the information. The whole set-up of the game is so that you are given all of the Batman's powers, but it's up to you to use them wisely, by his rules and to meet certain basic requirements. The Batman's memory is second to no human's (except when it comes to remembering Bruce Wayne's obligations, apparently), but the way the game would manifest that is to record it in a Mental Log and, in many cases, the Batcomputer as well.
The Batcomputer should provide all the information that it would in the comics, plus game-specific info and should have at least some notes on all known criminals. I'd like there to be an obligation for the player to use the database to figure out how they should proceed in various cases. The criminal database should list vital stats, photos, prints, rap sheets, modus operandi, signature (if applicable, and it almost always is with the serial killers and colorful rogues that the Batman faces) known hangouts, known associates, etc. for all individuals. Not all of this information will be available for all subjects, but they will all have at least photos, vital stats and rap sheets. Some of them will have DNA on file (the Batcomputer in the game will have identical information to the relevent government's crime database, plus notes by the Batman), which will make some cases easier to solve, or even possible to solve. DNA would be added to a dossier where none had been before once a viable sample has been taken by the Batman through the course of the game. The database expands, and new info and notes are made. Most of these files should be actual characters from the comics, from the high profile ones to the smallest, generic characters that ever had their names mentioned, with details matching the comic stories and extrapolated or improvised where needed. Then, if that number hasn't reach at least 500 or so, the developers will have to make up a whole bunch more. This is the best way to keep it grounded in the reality of Batman comics. This game should take place before 'War Games,' so there would be more high-stakes named gangsters then there are in the comics now. All the criminals who were active in Gotham City up to whenever Commissioner Gordon retired are fair game.
Okay, rambling... one big point I was trying to make was that the computer will probably give you some form of lead if the criminal in question is a known entity. If not, you may have to go a while without getting a real lead, or the case may not get solved. The Batman does prioritize, like you said, and I'd like the computer to do that automatically and keep the priorities listed in the Mental Log.
The Batcomputer and the Mental Log will have a bit of overlap, including the map, but there are two maps. Here's an excerpt from my big honkin' document I'm editing:
The portable GPS system gives you access to a full map of Gotham City. From here, you can check up on tracking devices, plan your travel route and search locations. The Batman already knows every square foot of Gotham City my heart. Through the pause menu, you can access his contemporary memory and you'll get a map almost as complete as the GPS can give you, but the difference is that you can only determine certain things from the Batman's "mental map." The mental map can tell you where you are in the city, the names of every street and landmark, the various gang territories (this is actually something you probably wouldn't see on the GPS, so it's good to check both), and the last known locations of several characters (namely your allies and characters you deal with during game play, as permanent residences and known hangouts for every character is listed in the Bat computer). The GPS is the link between your mental map and the Bat computer. It can mark an address you pick out of the database, it can tell you the exact distance between two points, the quickest route by car between two points (you might decide it's easier to go by car or to go on foot over rooftops or through back alleys), the distance and estimated time of a multi-point route, and other similar advanced functions. It also gives information about the z-axis, telling you how high up you are, how high a tracker is (telling you what floor its on as well, since the GPS knows the layout of all the building in Gotham). It can tell you how fast a tracker is moving in any direction as well. It's an awesome device.
Exactly.
Actually,
that's even more complex than
I initially thought. Not sure what kind of minigame would be used for these function, but it's a great idea and I'm sure it's doable.
I can see the possibility for there being a couple of situations where Bruce can purposefully go against Alfred's initial advice and actually be right in doing so. Maybe if he's trying to get close to an eccentric villain? Perhaps this would be too ambitious and implausible, but if he were ever to attempt to infiltrate the Joker's gang and actually gain some real standing there, he'd have to be someone "special," not someone who just blends in. Sure, the Joker generally likes his henchmen to be generic, unambitious lackeys who laugh at the right moment and follow orders, but if a henchman were loyal, funny and intelligent but not an obvious threat to the Joker's authority, that would be the kind of thug the Joker would really take a shine to. The Joker doesn't respond to physical punishment when it comes to giving up information, so maybe the Batman would have to get next to him and earn his trust (or a few laughs, whatever) so that he'd have a clue what the clown was up to. It would be an incredibly dangerous and difficult mission, since the Joker is very smart, very unpredictable and doesn't give much leeway to his hired help, but it would be a great challenge, and if the stakes were high enough, the Batman would do it.
I could see Bruce choosing something more visually conspicuous and stylish than just putting a match in his mouth and affecting a a more extroverted, whimsical attitude for his new persona to distinguish himself, then Alfred shows some skepticism, then Bruce explaining that the Joker doesn't respect "normal" people and all that other stuff I said. Then Alfred would concede that Bruce had a point, and that's how you know you're on the right track.
In other, less unique situations where you go against his suggestions, he'd say something like:
"You're right. What would I know about the art of impersonation? I only studied theater at [wherever] for [however many years] long before you were born. You know best, of course." Or something like that. Whatever it turns out to be (and there should of course be several variations of that recorded, just like every other line that isn't in an FMV), it means you're being a damn fool.
It was pretty sweet. It was so incongruous, seeing this big hulking monster speaking in J.K. Simmons' nonchalant, sardonic voice.
What's the deal with Vigilante? Is he a time-displaced hero as well?