You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

Evoking Emotions and Achieving Success by Breaking All the Rules

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.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC Europe 2011
  • Thomas Grip
  • Frictional Games
  • free content
  • Independent Games Summit
  • Independent Games