hatey is murdered by his daughter

The Tragic Twist Of 'Hatey Is Murdered By His Daughter': Unpacking Storyteller's Most Controversial Puzzle

hatey is murdered by his daughter

The phrase "Hatey is murdered by his daughter" has captivated and confused thousands of puzzle enthusiasts and gamers since the release of the award-winning indie game, Storyteller. Far from being a real-life crime, this shocking title is the prompt for one of the game’s most emotionally complex and narratively challenging levels, forcing players to construct a story that ends in parricide. Released on March 23, 2023, the game's unique approach to narrative design, developed by Daniel Benmergui and published by Annapurna Interactive, ensures that this specific puzzle, found in Chapter 13: Salome, remains one of the most discussed and debated story arcs.

The true intrigue of this puzzle lies not just in achieving the required outcome—a father's death at the hands of his child—but in uncovering the hidden, tragic motive that the game's creators tucked away in an alternate ending. The narrative twist reveals a layer of complexity that transforms a simple murder prompt into a profound exploration of sacrifice, misunderstanding, and the destructive nature of secrets, making it a masterclass in concise, interactive storytelling.

Decoding the "Hatey is Murdered by His Daughter" Puzzle

The Storyteller puzzle game, known for its charming visuals and ingenious mechanics, challenges players to build a story panel by panel, using a limited set of characters and scenarios to match a specific title. The level in question, Chapter 13, Level 4, presents the ultimate narrative challenge: how to logically lead to the death of the character "Hatey" by the hand of his "Daughter" within a few frames.

The core mechanic of the game is to place characters (or "Actors" as they are internally called) into scenes (like 'Meet,' 'Love,' 'Die,' 'Marry,' 'Kidnap,' etc.) to fulfill the title's requirement. In this specific scenario, the available characters are typically Hatey, his Wife (sometimes referred to as Bluey), and his Daughter (sometimes referred to as Peachy), along with a limited selection of panels.

The Standard Solution: A Tale of Discovery and Vengeance

To solve the puzzle and achieve the title's goal, players must construct a narrative where the daughter discovers a truth that leads her to kill her father. The standard path often involves a sequence of events that establishes a relationship, a revelation, and a fatal consequence. This is the Primary Narrative Arc:

  • Scene 1 (The Revelation): Hatey meets his Daughter. He reveals a secret (e.g., that he is her father, or a dark truth about her life).
  • Scene 2 (The Discovery): The Daughter witnesses Hatey's actions, perhaps seeing him kill another character, or discovering a hidden crime.
  • Scene 3 (The Vengeance): The Daughter, driven by anger, betrayal, or a sense of justice, kills Hatey.
  • Scene 4 (The Conclusion): The story concludes with the Daughter as the murderer, fulfilling the prompt.

This straightforward solution, while fulfilling the puzzle's requirement, is designed to feel incomplete and morally ambiguous. It leads directly into the deeper mystery that has made this level so infamous.

The Tragic Alternate Ending: "But He Was Just Protecting Her!"

The true genius of the "Hatey is Murdered by His Daughter" puzzle lies in the Secret Stamp—the game's term for an alternate ending or a hidden objective. This stamp requires the player to construct a story where Hatey is murdered by his daughter, but the final narrative twist is: "but he was just protecting her!" This single line of text recontextualizes the entire murder, turning a simple crime of passion into a profound tragedy.

Achieving this alternate ending requires a more complex and counter-intuitive sequence of events, utilizing the available panels to establish a chain of protection, misunderstanding, and fatal consequence. This is the Secondary Narrative Arc:

  • The Setup: A threat to the Daughter must be introduced. This often involves a third party, such as the Wife/Bluey or another character, who is in a position to harm the Daughter.
  • The Act of Protection: Hatey must kill the threatening character (e.g., his Wife) in a scene, with the explicit goal being to protect his Daughter. The game's internal logic registers this as an act of defense.
  • The Misinterpretation: The Daughter witnesses the killing, but the sequence of events is arranged so that she only sees the murder, not the preceding threat. She interprets her father's act as a cold-blooded crime.
  • The Tragic Retribution: Believing Hatey to be a murderer, the Daughter kills him in an act of misguided revenge or justice. The final title is fulfilled, but the underlying context is that Hatey died while trying to save her life.

This tragic twist elevates the puzzle from a simple mechanical challenge to a commentary on dramatic irony and the pitfalls of incomplete information. It’s a powerful example of how the game, developed by Daniel Benmergui, uses minimalist design to convey maximum emotional impact.

Topical Authority: Storyteller's Narrative Innovation

The puzzle's fame is inextricably linked to the success and innovative design of the game itself. Storyteller is a narrative puzzle game that won the Independent Games Festival (IGF) award for Innovation and has been lauded by critics for its creative approach to deconstructing classic literary tropes.

The Storyteller Universe and Its Entities

The game's world is populated by a recurring cast of characters, or Actors, who take on different roles in each chapter, a key factor in its topical authority. The entities involved in this and surrounding puzzles include:

  • Hatey: The character central to the puzzle, often a father figure or a Baron.
  • The Daughter/Peachy: The character who commits the murder.
  • The Wife/Bluey: A character often killed by Hatey in the protective sequence.
  • The King/Queen: Figures from other chapters who establish the game's royal mythology.
  • The Baron/Baroness: Aristocratic figures used in various tales of betrayal.
  • The Knight: A heroic figure, often used in rescue or love stories.
  • The Ghost: An entity used to establish death and supernatural elements.
  • The Dragon: A fantastical element used for danger and heroism.

Beyond the characters, the game's design entities are crucial:

  • Daniel Benmergui: The Argentine indie game developer who conceived and designed the game.
  • Annapurna Interactive: The acclaimed publisher known for supporting unique, narrative-driven titles like What Remains of Edith Finch and Outer Wilds.
  • Chapter 13: Salome: The specific chapter containing the "Hatey" puzzle, a nod to the biblical and literary figure known for demanding a head on a platter.

The "Hatey is Murdered by His Daughter" puzzle is a prime example of the game's core philosophy: a story is defined by the sequence of its events, and a tiny change in that sequence can completely invert the moral meaning of a tragedy. The discussion surrounding this level ensures that the phrase remains a relevant and intriguing topic within the modern gaming community, cementing its status as a standout moment in the world of interactive narrative and puzzle design.

hatey is murdered by his daughter
hatey is murdered by his daughter

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hatey is murdered by his daughter
hatey is murdered by his daughter

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