It isn't what you see, but what you don't see. It's the suggestion; the subtle teasing of the subconscious; the lonely creaking of the floorboards resonating throughout an empty hallway; the slow advance around the corner; the swelling sense of dread as the ever-present evil that looms near refuses to reveal itself. Fear is not an adrenaline rush. It's that helpless feeling of being alone in the dark. - Travis FahsI tracked this down to another IGN article which can be found here:
http://uk.ign.com/articles/2008/06/23/alone-in-the-dark-restrospective?page=1
With such a wonderful introduction, I decided to read further.
Rather than imitating other media and explicitly telling a story using movie-like devices such as dialog, cut-scenes, and narration, Alone in the Dark would allow players to discover the story as investigators, piecing it together from books, journals, and environmental clues.- This technique is what I will be using in my game to immerse the user into the story
This article focused heavily on the history of Alone In The Dark. After reading it, I am tempted to purchase the newest game and see what techniques are used and how well they are applied.
No comments:
Post a Comment