Card · AT-14
Uncanny
Mystery & ambiguity
Uncanny
Frame · Mystery & ambiguity atmospheric · visual / auditory / haptic
The familiar turns strange – almost normal, but something is off, and you can’t say what.
Design question – In your game everything seems almost normal – almost. What is the wrongness that creeps into the familiar?
Reference example – P.T.: the same corridor, again and again, and each time something is slightly different. Inscryption: a card game in a cabin, and the one across the table is not quite right.
Atmosphere
Uncanny
Sensory field
Sight: familiar scenes with tiny changes, skewed proportions, empty eyes. Sound: familiar melodies in the wrong key, echoes where there should be none. Touch: unease, goosebumps, the urge to look away – and yet to look.
Coherence
Uncanny requires a baseline of normality that is slowly disturbed. Mechanisms: Betrayal (concealed betrayal), Event (subtle changes), Hidden Information (someone knows more). Activities: Observing, Comparing, Questioning. Ductus: a slow build-up, norm-breaks grow more frequent. Ludic Narrational Structure: Kishōtenketsu (ten = a turn that reframes everything).
Belongs to the stack
- Atmospheric
- Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
- Ludic Frame
- To the term
- AT-13 Mystery
- previous card
- AT-15 Obscurity
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