Mudbill
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RE: Amnesia: The Darkness Within
A bit sudden to the part where "she must escape."
Why must she escape? Build a background story and give the player reason and desire to flee.
What happened before she woke up? You don't need to directly tell that, but if you just wake up in a big mansion without knowing why, people might lose the immersion a bit. Try to hint towards something so the player at least knows what's going on.
I also suggest sometimes giving vague hints to the player about the story in a way that the player can interpret it differently. This can make stories a lot deeper because different people can think of it in different ways.
(This post was last modified: 07-08-2014, 12:39 AM by Mudbill.)
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07-08-2014, 12:38 AM |
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