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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