The problem with obstacles

Even though freedom is something of a buzz words these days in games, most games needs to restrict the player somehow. This is especially true for various types of adventure games where the player must be guided along a story path. In this blog post I will call these restrictions “obstacles” and will briefly discuss the various design problems connected with these.

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Nothing will save you!

In this post the the no-save system hinted at in the previous post will be discussed by going over various systems and see how they apply to horror games. I also want to point out that as in the last post, saving means the type of save that determines where the player starts after failure (death) and not progress recording.

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The “fun” in horror games?

When discussing gameplay in games, the main focus is mostly on making it “fun”. The meaning of “fun” is usually that it is an enjoyable experience for the player and that boredom and frustration are reduced as much as possible. Normally this is the main priority when working on some part of the game and if it is not “fun” enough, that part will be remade or scrapped. In many horror games things are different though and focus is instead put on invoking emotions other than just “fun”.

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