{"id":8698,"date":"2013-10-22T09:58:16","date_gmt":"2013-10-22T15:58:16","guid":{"rendered":"http:\/\/www.dreamdawn.com\/sh\/post_view.php?index=8698"},"modified":"2013-10-22T09:58:16","modified_gmt":"2013-10-22T15:58:16","slug":"feature-useful-tips-for-horror-game-designers","status":"publish","type":"post","link":"https:\/\/horror.dreamdawn.com\/?p=8698","title":{"rendered":"Feature: Useful Tips for Horror Game Designers"},"content":{"rendered":"<p><div class=\"wp-caption alignright size-252\"><img decoding=\"async\" src=\"img\/screenshot\/thumbs\/cdvampires4_thumb.jpg\" width=\"252\" \/><p class=\"wp-caption-text\"><br \/>\nAh, reconnecting the power to the elevator.  So much fun every time.<\/p><\/div>A few months ago I had a discussion on Twitter with Thomas Grip, the brains behind <i><a href=\"http:\/\/www.amnesiagame.com\/#main\">Amnesia: The Dark Descent<\/a><\/i>, the <i><a href=\"http:\/\/www.penumbragame.com\/\">Penumbra<\/a><\/i> series, and now <i><a href=\"http:\/\/frictionalgames.blogspot.com\/2013\/10\/soma-officially-revealed.html\">SOMA<\/a><\/i>, about overused elements in horror games. Turns out there are a whole lot of trite, clich&eacute;, and downright dated design elements that show up again and again in horror games, and once we started talking about them they just came flooding out. What started as a joke (&#8220;Not every mansion needs an underground lab&#8221;) quickly turned into a mega-thread, to the point that some of my followers asked me to stop talking about this and write a blog post.<\/p>\n<p>So here is that blog post. Thomas and I have racked our brains to produce the following <a href=\"?p=202230\">USEFUL TIPS FOR HORROR GAME DESIGNERS<\/a>.<\/p>\n<p>A few people have commented since we posted this today that there are a lot of complaints about Resident Evil in here.  That&#8217;s true!  But we worked to ensure that each tip addressed a trope that can be found in multiple game series.  None are exclusive to Resident Evil, and most are employed by five or six different games.  <a href=\"?p=202230\">Read the feature here.<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A few months ago I had a discussion on Twitter with Thomas Grip, the brains behind Amnesia: The Dark Descent, the Penumbra series, and now SOMA, about overused elements in horror games. Turns out there are a whole lot of trite, clich&eacute;, and downright dated design elements that show up again and again in horror [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-8698","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=\/wp\/v2\/posts\/8698","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=8698"}],"version-history":[{"count":0,"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=\/wp\/v2\/posts\/8698\/revisions"}],"wp:attachment":[{"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=8698"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=8698"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/horror.dreamdawn.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=8698"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}