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Session Name Evoking Emotions and Achieving Success by Breaking All the Rules
Speaker(s) Thomas Grip
Company Name(s) Frictional Games
Track / Format Independent Games Summit
Overview

When creating Amnesia: The Dark Descent, a series of unconventional design choices were made. The game is recognized as being incredibly tense and immersive, yet it breaks many traditional rules of game design. We ended up removing fail-states and much of the challenge, all traditionally key devices in a horror title. This talk will explore these seemingly strange choices, how they came about and how they resulted in a far better experience. It will also discuss how this kind of thinking extends beyond horror development to other genres as well.

GDC Europe 2011

Thomas Grip

Frictional Games

free content

Independent Games Summit

Independent Games



UBM Tech