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==Development== ''Clue'' was developed by a branch of [[Engineering Animation, Inc.]] known as [[Engineering Animation, Inc.#EAI Interactive|EAI Interactive]]. The development process was divided between EAI's interactive division located in [[Salt Lake City, Utah]], and its main office in [[Ames, Iowa]]. While the majority of the [[Computer programming|programming]] and [[video game design|game design]] activities were conducted in Salt Lake, the Ames office focused on art and animations. The creation of the in-game mansion, built piece by piece, initially began in Ames but shifted to Salt Lake City midway through the project. The primary motivation for developing the game was to enhance and rectify the shortcomings of the previous 1992 version, which was criticized for subpar AI, board presentations, and game mechanics. The new iteration of ''Clue'' sought to rectify these issues, with a particular emphasis on improving the artificial intelligence of computer players within the game.<ref>{{Cite web |url=http://www.rivier.edu/journal/ROAJ-Fall-2011/J550-CLUE-Selent.pdf |title=Archived copy |access-date=2013-05-19 |archive-date=2015-09-08 |archive-url=https://web.archive.org/web/20150908065108/http://www.rivier.edu/journal/ROAJ-Fall-2011/J550-CLUE-Selent.pdf |url-status=dead}}</ref> The development of ''Clue'' spanned approximately one year, with funding provided by the game's publisher, Hasbro Interactive. Chris Nash, Lead Programmer on the project, described the experience as both enjoyable and challenging, especially during crunch times near the project's conclusion.<ref name="cluedofan">[http://www.cluedofan.com/cmerch/computer.html#Blackwell Cluedo & Clue Computer Games<!-- Bot generated title -->]</ref> Nash explained the design process, highlighting the collaboration between the development team and Hasbro, the publisher. He acknowledged that Hasbro had the final say on graphical treatments, with one notable flaw being the lack of visual representation for suggestions made within the game. Nash discussed the challenge of aligning the UI design with both the Game Designer's vision and Hasbro's preferences. Despite some design conflicts, Nash emphasized that Hasbro's involvement generally did not involve excessive micromanagement. The characters' designs, particularly that of Miss Scarlet, underwent iterations before finalization. Nash also addressed an unconfirmed rumor that Miss Scarlet's appearance was modeled after the game's producer, Virginia.<ref name="cluedofan" /> The development team for ''Clue'' included numerous individuals who contributed to various aspects of the game, such as programming, art, design, and testing. Notable contributors included Michael S. Glosecki, Bryan Brandenburg, Tom Zahorik, Virginia McArthur, Rick Raymer, Tim Zwica, Joshua Jensen, and others.<ref>[http://www.mobygames.com/game/windows/clue-murder-at-boddy-mansion/credits ''Clue'' credits] from [[MobyGames]]</ref>{{Unreliable source?|date=August 2023|reason=MobyGames is an [[WP:GAMESOURCES|unreliable source]]|certain=y}} ''Clue'' enjoyed a longer shelf life than typical for video games. It remained available for purchase years after its 1998 release, either as a standalone product or part of collections such as the ''Classic Game Collection''. The game's availability was also promoted through tie-ins, including distribution with breakfast cereal and other Hasbro video games. The longevity of ''Clue'' was in part attributed to its association with the 50th anniversary of the original Clue board game.<ref name="allgame">{{Cite web |url=http://www.allgame.com/game.php?id=14404 |title=Cluedo: Murder at Blackwell Grange - Overview - allgame<!-- Bot generated title --> |access-date=2013-05-18 |archive-date=2014-11-14 |archive-url=https://web.archive.org/web/20141114130724/http://www.allgame.com/game.php?id=14404 |url-status=dead }}</ref> ===Artificial Intelligence=== The artificial intelligence (AI) implemented in ''Clue'' for computer-controlled opponents was considered advanced for a digital board game conversion. The AI's ability to deduce solutions led to customer complaints of cheating, although the AI simply outperformed the average human player. The AI recorded players' suggestions and tracked information often overlooked by human players. This allowed the AI to deduce which cards players possessed without explicitly asking about them. Three difficulty levels for the AI were provided, with the hardest level utilizing the entire game history for decision-making. The AI's development was led by Mike Reed, based on a design by Bob Pennington. Independent studies demonstrated the AI's effectiveness in making deductions about the game's case file contents. The success of ''Clue'' led to the reuse of its 3D characterizations in the ''Cluedo''-inspired title ''Fatal Illusion''.
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