The anatomy of a scare: how do games frighten you?

Imagine you’re standing in a hallway in a game – what does the scene need in order to make it scary? Should we turn the lights off? Should we have a door where you can’t see what’s behind it, but you can hear something behind it? Should there be a threat somewhere, lurking nearby? Is music important? And at what point is it okay to spring a noisy surprise on the player? In other words, what are the rules of fear?

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