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Environmental cues should match the game's mechanics
From Level design video on Bioshock
PT builds fear by making you walk the same corner repeatedly. In PT, repeating one corner is the main way the game creates fear. The environment itself carries the dread, not a new threat on each pass.
The point comes from a wider rule in a level design video about Bioshock: environmental emotion cues should match the game's mechanics. The video says darkness scares in horror but "might actually provide feelings of power and safety" in a stealth game.
It builds fear by making you turn the same corner again and again.
PT builds fear by making you walk the same corner repeatedly. In PT, repeating one corner is the main way the game creates fear. The environment itself carries the dread, not a new threat on each pass.
The point comes from a wider rule in a level design video about Bioshock: environmental emotion cues should match the game's mechanics. The video says darkness scares in horror but "might actually provide feelings of power and safety" in a stealth game.
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