Card · GE-04
Horror
Genre
Horror
Frame · Genre genre
Fear as a design goal – the game wants to frighten, disturb or unsettle, and that should feel good.
Design question – Your game should create fear. What is the source of the terror – and how do you ensure the fear stays enjoyable?
Associations
- Typical Activities – Hiding, Escaping, Investigating, Surviving
Coherence
Core expectations: threat, vulnerability, atmosphere, jump scares or creeping unease, restricted options for action. Mechanisms: Hidden Information, Timer, Asymmetry (an overpowering opponent), Betrayal, Event (unexpected twists). Activities: Hiding, Escaping, Investigating, Surviving. Ludic Temporal Structure: alternation between exploration (slow) and flight (fast); no safe pause. Ludic Social Structure: solo (classic), co-op (fearing together), asymmetric (1 monster vs. group).
Belongs to the stack
- Genre
- What kind of game will it be? (25 cards)
- Ludic Frame
- To the term
- GE-03 Survival
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- GE-05 Puzzle
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