The Mansion

Saturday, February 22, 2020

Personal Call

Is this a series now? Last year, I wrote an article on the role and usage of clocks and timepieces in mystery fiction, which was basically a sequel to an earlier post on glasses. Mystery fiction is at the core a genre that thrives by reusing a lot of elements. Most of the reviews on this blog usually focus on plot-related tropes, like the types of locked room mysteries and their solutions, or how certain clues are developed to point to the identity of the murderer etc. However, the two posts I mentioned right now were focused on more tangible, concrete elements you often see in mystery fiction: objects and how they are used. To quote myself from the glasses posts:

Objects are often important to a mystery story. If a murder is committed, the culprit is likely to utilize an object, that is, a murder weapon, to accomplish their goal. A button left at the crime scene could prove as evidence to the identity of the murderer. Or perhaps the disappearance of an object that should be there will become the focus of an investigation, leading the question of why a certain object was so important it had to be removed. An object is thus usually a clue, something that links it to the solution of the mystery (which could be a murder, but it could be any enigmatic happening). An object might tell you who committed a certain crime, or how it was done, or perhaps why it was done. 

Funny thing is that today's post started with me thinking about something in mystery fiction that has no actual physical presence, namely the chat box or instant messenger. While most of us here probably use our smartphones daily not to call anymore, but to communicate through chat apps, it's weird we still don't see them featured in modern mystery fiction as "the normal": if they do appear in mystery fiction (which is already rare), it's often in the form of "the extraordinary" (where the Internet is considered to be something Special with a capital S), rather than an accepted part of our everyday life. Some may be of the opinion that the fast development of consumer technology has made it difficult for mystery writers to come up with a plot, but after giving it some thought, I find it actually surprising how similar "old" telephones and modern smartphones and instant messenger services are, if we look at their function as a trope in mystery fiction.


When you think of the telephone as seen in mystery fiction, you are likely not to first think of it as an actual physical object, even though it'll probably hurt if an old-fashioned dial phone is swung at your head, or you're strangled with the cord. You might think of the trope of the closed circle situation though, where the group is trapped inside a creepy old mansion or an isolated island together with an unknown killer, and when they try to call for help, it turns out the phone line has been cut (or nowadays: the mobile phones have no connection). Here the telephone is mostly a symbol for suspense, but in essence, this specific role is connected to the underlying function of the telephone in mystery fiction. That is, the telephone serves as a communication line to a third party/third location that is often perceived as direct and synchronous. Calling the police is of course the "normal" manner to use a phone: calling for help from a different place, with the communcation occuring directly and at synchronously. This is different from a letter conversation, which is asynchronous as there's a significant time lap between the utterances in the communcation that isn't considered part of the conversation anymore (receive letter -> send letter back). Instant messanger services are an interesting step between, as while the form may resemble a letter more, the messages are usually delivered err, instantly to the receiver. As everyone will know, chats can be more-or-less as quick as oral communication, so in that way, they're really not that different from telephones in terms of function (of course, one can also choose to let time lapse between messages on purpose). But obviously, the phone is often used in mystery fiction to, well, phone somebody and obtain information for example. Oh, and I'm suddenly reminded of the manga Remote by Amagi Seimaru: the detective in that series couldn't leave his home, and therefore had the young policewoman Ayaki assigned to him as his assistant-in-the-field/woman-of-action, and they mostly communicated with their cell phones, so a phone-fed armchair detective.


Communcation with a phone may be perceived as direct, but it isn't of course: you aren't physically in the same space as the receiver, and more importantly, you don't even observe the conversation partner(s) in full. For example, you don't actually see each other and even the one element that connects you (voices) are actually transported over a phone line (so through a medium), and this all leads to one of the most classic uses of the telephone in mystery fiction: the caller disguising themselves. Sometimes, the culprit phones someone masking their voice so they are simply not recognized (does the handkerchief over the mouthpiece thing really work?), sometimes the culprit pretends to be someone else over the phone. The latter trick can be a bit tricky to pull off convincingly, but the "I have a cold" excuse or the fake static trick is apparently sometimes enough to convince the person on the other side that the culprit is actually a different person. In a way, a phone is a tool that really reduces a person's identity to almost nothing, and the people on the phone often just have to believe the person on the other side of the line is actually the person they claim to be.

This is also related to the other major use of the phone in mystery fiction, namely as an object to establish character alibis. Because communication over the phone is considered to be instant, a phone call is often used to establish that a certain character was at a certain time at a certain place (the other side of the line). This was of course easier in the past, when there were fewer phones in general and you could only call and receive calls from specific places or phone booths, which usually would establish someone's alibi (unless some ingenious trick was used). When people started getting phones for their own homes, things became a bit more complicated and nowadays, everyone has their own smartphones and they can call from practically any place, but generally, it's still often used to find out where characters are and when. If Professor Plum was calling to his secretary from his own home, he couldn't have murdered Mrs. Peacock in the other side of town at the same time. Familiar tricks of course include the "providing the real culprit an alibi by pretending you're on the phone with them while they're actually off committing the murder," the "pre-recorded call that simulates a real-time conversation," the "the culprit uses a trick to make a phone call secretly to the place they're at, making others believe there believe the culprit is elsewhere" and the very, very basic "Say you're in New York when you're actually in Tokyo and oh, look, I'm right in front of the Empire State Building". With no visual contact and the phone effectively acting as an identity mask as mentioned above (as you can claim and pretend to be anyone, theoretically), alibis established by phones can be very tricky. Of course, even in modern times smartphones can still be used to establish alibis, even better so at times. Kindaichi Shounen no Jikenbo R's final story The Kindaichi Fumi Kidnapping Murder Case had the police check out the GPS logs of the suspects to see whether they really moved around Tokyo as they claimed they had. This resulted in an interesting alibi story, while in other stories, alibis are established (or cracked) precisely because they are mobile: with the caller being spotted as they were calling and walking outside, or catching the type of background noises you wouldn't if it were just a house phone. The first story in the Gyakuten Saiban manga by the Kuroda/Maekawa duo for example was a good example of this.


But to get back to what got me started: chat boxes and instant messenger services. In essence, these "modern" (they're getting on in age actually...) technologies function exactly the same as the phone in mystery fiction. I doubt I have to explain the "mask" aspect of chat boxes and instant messenger services: pretending to be someone else has seldom been easier than just changing a display name. When you have a mystery story about a chat box, you can be sure you'll need to be very suspicious if everyone is who they claim they are behind their display name. Familiar tricks are people using other people's display names to assume their identity, or using multiple display names to pretend to be multiple people (faking conversations). This is the same with instant messenger services, where anyone can choose their own display name and claim to be someone. One of the more interesting Detective Conan stories of the last few years was The Kisaki Eri Kidnapping Case, where Ran's mother is kidnapped. She manages to escape from her kidnappers, though she's still stuck inside the building. She tries to ask to help via a chat app through a smartphone she stole from her kidnappers, but her kidnappers catch on, and use Eri's own phone to feed fake chat messages in the same chat room, making it difficult for Conan, Ran and Kogorou to figure out which messages are by the real Eri, and which aren't. The premise of this story is thus that you already know there's a fake using Eri's name in the chat room, while most of the older stories involving chat rooms try to use that as a surprise (or if they're written now, probably just very uninspired).


In its function as a tool to establish alibis, a chat box or instant messenger service too isn't too different from a phone call. In fact, the time stamps most instant messenger chat rooms have provide a more detailed and accessible form of Ye Olde Phone Record Received From the Phone Company only the police could get. Time stamps attached to every single utterance do change up the game, making it harder to fake than a fake phone conversation with an imaginary conversation partner. One of the more interesting short stories I read last year was therefore Yukashina Miho's Nimannin no Mokugekisha ("Twenty Thousand Witnesses", 2019), where a Youtuber had a perfect alibi not only because of his live videostream at the time of the murder, but also because he interacted with his followers in the chat box accompanying the livestream. Utano Shougo's Locked Room Murder Game series must be mentioned too: while the premise is slightly different because we're talking about video conference chatting here, the use here of the chat room is a great example of the familiar phone tropes. In this series, the masked members of an underground video chat room of locked room murder fanatics commit actual murders and challenge the other members to solve their crimes. Everyone is using fake names and uses actual masks to hide their identity in the chat room, but one of the more interesting moments in the second volume is when the member Mad Header reveals they have a perfect alibi for their murder a few days back, because they were video chatting with the other members in the chat room at the time of the murder (i.e. they were chatting in a previous story, which turns out to be their alibi in the next story). To go off an tangent, Twitter isn't a chat messenger service of course, but I loved how a Twitter timeline was used for a brilliant piece of misdirection in Hayasaka Yabusaka's Mailer Daemon no Senritsu ("The Terror of the Mailer Daemon", 2018) and in principle, the trick can also work in a normal chat room too.

Anyway, this post has gone on for far too long, and I don't even really have a point to make. I guess that I wanted to point out that "modern" technology is often really not that different from "old" technology when it comes to their uses in mystery fiction. Sure, they may make some older tricks harder to pull off, but they also provide a lot of possibilities for new ideas and tricks. If you look at phones in the past and now, they couldn't be any more different, but their core use in the genre is still very similar, so I always think it's a shame authors don't utilize modern consumer technology more, especially as the genre has always thrived by taking the familiar and transforming it slightly. A phone is a phone is a phone, even if it's smart now.

12 comments:

  1. I think one of the better mystery troupes that involve a telephone or cell phone is the use of the dial pad to leave a dying message by the murder victim.

    One great example of this is in the Ellery Queen Mystery episode The Adventure of Auld Lang Syne, where the murder victim used the rotary dial to leave a clue to his murderer, however the numbers on the dial connect to a random person completely unrelated to the crime.

    Another great example is in Detective Conan's The Revival of the Dying Message. The use of the dial pad as a dying message in this case is a bit more straightforward as the victim used the dial pad to leave a clue, and the detective had to decipher the victim's message.

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    1. I was mostly familiar with such stories involving touch button dials before (dialing numbers, numbers standing for letters, the pattern left in the 3*3 grid etc.), so I was quite surprised to see the one in The Adventure of Auld Lang Syne!

      Hmm, a post on keyboard/input dials used in dying messaeg stories would be interesting too now I think about it...

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    2. Fusing the "Connecting cases in small ways in an overarching manner" (using something from an earlier case as an alibi) and "I'm here Eiffel tower at 3:02 P.M. let me send you a photo with todays newspaper on my left hand" tropes would probably work well if they were done with a character that could be considered as a trusted ally or part of the main cast.

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    3. In a way, it's quite similar to that one final case in one of the Ace Attorney games...

      ROT13 cipher: Va Gheanobhg Eribyhgvba, lbh'er yrq gb guvax Znln('f obql) vf ryfrjurer ng gur gvzr (=nyvov), juvyr fur jnf culfvpnyyl jvgu lbh nyy gur gvzr.

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    4. That entire game is actually my second favourite in the series right behind GK2 but I can't remember much of that portion. The way how layered everything was, was simply amazing.

      I think I'll replay it some day. Right now I'm going through the 3rd volume of Tantei Gakuen Q, I'll probably grind it as much as I can.

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    5. What I really liked about that game is that it dared to leave questions unanswered in the main narrative, but that it did provide the answers in the background, as long as you paid attention. It's pretty daring, but it worked so well (and it's only *afterwards* you realize why you couldn't proceed in certain investigation sections until you examined the seemingly innocent object that wasn't even mentioned in the trial later on).

      One thing I really like about Tantei Gakuen Q is how it manages to keep up a very standard of quality throughout the whole series. Even the earliest volumes have some great stories, while in comparison, Conan's earliest volumes are rather tame.

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    6. The cases so far have been pretty decent but I kind of wanted the series to start with those 3 chapter cases you can see in Conan but for example the shorter portions before the big stories it's doing right now are made better by the fact how seemlessly it all ties to the next actual case.
      I'm reading the Kamikakushi case right now and before they go to the village it begins with 3 chapters of introducing the school and wondering about the disappearing footprints in the middle of the field. In of itself it's actually not interesting but they managed to connect it well to the next case. The first portion of the series did that as well because the lead up to the Kirisaki Island case were the previous school entrance exam portions.

      I think I know right off the bat what the infinity sign means right from the get go it actually seems too obvious because of how much they've focused on the first village before getting to that "long" tunnel. Luckily there are other mysteries to go a lot with it in the Kamikakushi case actually.

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    7. Those short prologue-like stories that acted as a bridge to the longer stories were quite unique, weren't they? Gave the series a pretty unique feeling. But if you're more into more regular short stories like in Conan, there's a part in the middle of the series where they have a couple of standalone shorts in succession.

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    8. My problem with longer cases is that when you figure out the big reveal 1½ volumes before it happens, it just leaves a bad taste in my mouth even if everything was properly crafted, but that of course doesn't take away from the other mysteries in the cases (the big reveal of the first case was about 3rd or 4th most interesting thing about it).

      But yeah it is interesting way to do this type of story. It's pretty much turning the adventure shounen structure into a proper detective story. A bratty boy who was saved and trained by some detective guy in the past joins a school with the goal to become the best detective and he works with a team of the best of the best of the best (MIB reference). The boy clears the entrance exams, has a rival that's cooler than him and the rest of his squad also have superpower quirks to them that are used to make the cases more interesting.

      It's actually also kind of like Danganronpa, except so far it's looking like it's going to be better (DR1 was waaay too easy for a 20h+ game when you could figure the cases out in the first 5 minutes, and DR2 was ok, the case with the characters becoming sick just kind of pissed me off as it seems like either the translations were wrong or the writers forgot what they were doing and changed the culprit up).

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    9. The GBA games went full-in on the school setting, with each case starting with an actual school exam XD Which was unlike anything I had ever seen in a mystery game.

      The 'problem' of Danganronpa's difficulty is that it plays really fair by showing you all the relevant evidence etc. in the investigation scene, whereas in Ace Attorney, evidence is constantly updated and new facts/evidence is added to the court records during the trial itself. So yeah, it's often very easy to guess what has happened in Danganronpa early on because it tries to play very fair, whereas Ace Attorney 'cheats' by witholding a lot of info before you start the trial. Makes for a more entertaining game though, of course.

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    10. Witholding information definitely helps make AA cases more interesting, at worst I can see them being bad cases to some (especially the 2nd game) but some of the cases are crafted in a way that it's impressive how they even bothered to plot everything out the way they happen. It's like they wrote three different plotlines separately and then managed to connect them together to form a solid case in the later games.

      I never planned on playing DR3 but I might check it out now just so I can bury one more trilogy as it's not that long since I finished the Zero Escape series. ZTD actually wasn't as bad as people said it supposedly is.

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    11. I did enjoy New Danganronpa V3, but the cases were easier to solve than 2, I think. That said, the murders themselves are really well plotted (with help from mystery author Kitayama, who also writes the Kirigiri novels), but as always, because you find all the relevant clues before the trial starts, you usually already know what's coming like in the first Danganronpa, even if technically, the plots on V3 are much better. I think 2 did better in terms of handling info flow.

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