Card · AT-17
Dread
Tension & threat
Dread
Frame · Tension & threat atmospheric · visual / auditory / haptic
Dark foreboding, something bad is coming, and you cannot prevent it.
Design question – In your game players know something bad is imminent. How do you use the anticipation – and is what’s coming worse than the imagining?
Reference example – Five Nights at Freddy’s: the power is running out and the night is still long. Escape: The Curse of the Temple: the gong sounds, time is running out, the temple is collapsing.
Atmosphere
Dread
Sensory field
Sight: long shadows, dark clouds, signs in the sky, closed doors. Sound: low frequencies, distant thunder, footsteps behind you, the creaking. Touch: a cold neck, heaviness in the stomach, the knowledge that it will get worse.
Coherence
Dread differs from tension through inevitability, it will get worse, the only question is how worse. Mechanisms: Escalation (automatic intensification), Decay (resources dwindle), Countdown (as a mechanism, not a frame). Activities: Preparing, Deciding (under mounting pressure), Surviving. Ductus: continuous escalation without relief.
Belongs to the stack
- Atmospheric
- Wie fühlt es sich an? – Emotionale Rahmung (22 cards)
- Ludic Frame
- To the term
- AT-16 Tension
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- AT-18 Horror
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