(06-01-2012, 09:06 PM)SquigPie Wrote: The lack of death penalties killed Amnesia for alot of people, you don't feel scared of a monster when it does virtually nothing to you, even if it kills you.
It nearly killed Amnesia for me as well.
Also, "What we can learn from Dear Esther", is to do the exact opposite of that game and have our games have actual gameplay and not just pretentious narration to walking around.
For me personally, real fear does not arise from loosing fictitious points in a video game. If the game on the other hand does a great job at sustaining tension and the correct atmosphere, I'll tremble through the whole experience regardless of penalties.
Regarding Dear Esther, the medium obviously also need games focusing on mechanics & interactivity, but I don't find it expedient to discard the "not-games" approach. It certainly appeals to a lot of people, and everyone does not have to like everything. Games still have a long way to go, so for the sake of learning lets encourage diversity instead!
By the way; Adrian from the Krillbite (Among the Sleep) team here. It's great to see you guys discussing our project!
(This post was last modified: 06-02-2012, 11:48 PM by Adrian.)