A Case of Distrust Finds Modern Problems in the Roaring ’20s

In entertainment there exists a genre that I like to call “era porn,” what a less profane critic might refer to as a “historical period drama.” Birthed on the stage and in film, and reborn in the gritty cable television renaissance, it’s a type of fiction that relies heavily on the public’s nostalgia for an idealized, and usually highly stylized, depiction of the past. But from that rose colored lens can come an honest appreciation that leads to thoughtful deconstruction of the contemporary cultural parallels between the past and present. In the 1920s-set A Case of Distrust, the story of women’s liberation is as relevant now as it was then. And that’s why games designer Ben Wander wants to tell it.
When Ben Wander stepped away from a successful career in AAA development, leaving his position as Lead Systems Designer at Visceral Games after many years in the industry, it was to pursue the stories that big studios avoided. He didn’t want to tell a story about saving the world, but rather the individual struggles of ordinary people. But he also wanted to portray an era of American history he’d been interested in since at least high school—the Roaring ‘20s. A few years before even starting the game, he pored over the articles, essays and images at the free online compilation by America in Class, Becoming Modern, “just for the fun of it.” He later decided to set a game during the period because of its immense storytelling potential, forming the basis for A Case of Distrust, a noir-style mystery starring a female detective, Phyllis Cadence Malone.
He explains, “I don’t really adjust anything from the period, just present it with a contemporary perspective. Many of our contemporary cultural and political issues are mirrored in the ‘20s: young adults rebelling from their parents by listening to jazz and attending ‘petting’ parties, new technology disrupted social norms, like the automobile. A federal law prohibiting sale of a drug (alcohol) even as much of society ignores those same rules. And, of course, the emancipation movement with the first women voters and smokers, wearing their hair short, proudly joining the workforce, but still hitting strong barriers, [like being] less socially equal to men than the law might claim. All of these themes easily resonate.”
While conducting his research, a sentiment Wander encountered frequently was that women were equal in rights but not in social stature (which, he adds, resonated deeply as he was writing the game during the 2016 Presidential election). He was particularly struck by the words of women’s rights activist Carrie Chapman Catt, who in 1927 said, “When and if a woman is as well qualified as a man to fill a position, she shall have an equal and unprejudiced chance to secure it”. He says, “As I was re-reading Dashiell Hammett and William Chandler, I couldn’t help but wonder, how would the lives of their main characters change if their main characters were women?” From there, the game’s lead character Phyllis Cadence Malone naturally emerged.