A dim police station with dark timber panelling, ledgers on the counter and an officer in silhouette

Design

Questioning without a right answer

28 juni 2026 · Cause and Effect Games · 1 min read

Writing conversations where silence carries as much weight as a question, and no option is simply correct.

No right answer

An interrogation in Legends of Justice has no right answer. Some questions open one door and close another, and silence can reveal more than a question.

We removed anything resembling a score. No meter fills and no tone confirms that you chose correctly. Instead, the person remembers how you treated them, shaping what they reveal next time.

Silence as a response

The hardest part was making silence a visible choice. The solution was simple: it always appears last in the list, without explanation. Choose it and you see the other person's face for a few seconds, nothing more.

What we learned

  • Four options are too many; three are enough.
  • An interrogation should be able to end without anything decisive being said.
  • Consequences should surface later, not immediately after the line.

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