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Amnesia the dark descent prison
Amnesia the dark descent prison










amnesia the dark descent prison amnesia the dark descent prison

Most people play as intended though, so it's a pretty safe bet.Īpart from that, we also try to vary the experience as much as possible and build up contrasts.

amnesia the dark descent prison

This means that we take a bit of a risk and rely on the player to be immersed. That is really our main design guideline and then all else comes from that. Thomas: To a great extent, you do it yourself! The idea is only to hint at things and then let the players build up an image in their head. Can you tell us how you achieve this, and sustain it over an 8-10 hour period? PC Gamer: Psychological horror is at the heart of Amnesia, where the unseen is often more horrific than the quantified. So instead of starting with a mechanic, we started with a wanted experience, and then designed everything else to fit that. It didn't really work well though and we went back to a more Penumbra-like approach, and tried to take it a step further. The first design drafts were for a Super-Mario-like game (honest!), with bite-sized gameplay, where we had a core gameplay to build around. That said, Amnesia actually started out totally different. There is huge difference in how a player approaches a game when you don't have weapons, and it really lets us do things we couldn't have done otherwise. The most important thing, design-wise, is probably to not have combat in a horror game. This in turn has enabled us to work more on the details, do things that previously were not really possible. The work-flow we have had on Amnesia is a gigantic leap forward from what we used to have. How we should organize things and go about designing a game. Thomas: The main thing we have learned is how to do development. Can you tell us a little about the evolution of Amnesia, and what you learned from making Penumbra? PC Gamer: There seems to be a logical extension of ideas from Penumbra to Amnesia. But considering the amount of people that now know of Penumbra, we are extremely pleased with the success! Hearing Penumbra mentioned along with Silent Hill and the other established horror games makes us all warm and fuzzy on the inside. Financially, it has kept us afloat and enabled us to work full-time with games, but just barely. Thomas: Even though there were a bunch of problems, I would have to say that the game was pretty successful.












Amnesia the dark descent prison