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 tools of the trade

Hi everyone! As my first post in the blog, I feel like I needed to do a little introduction. I’m Luis, I’m not that known compared to the 2 visible heads around here 😛 but I’m the other programmer here at Frictional, maybe some of you might know me from the forum, but I kinda vanished from there a while ago… But I’m here again, and this time I promise to be a little more constant than before, which shouldn’t be that hard 🙂

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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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