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PT

A first-person horror teaser game.

1 source1 tips

Where PT comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow Level Design Can Tell a Story
At a glanceThe same darkness scares in horror but protects in stealth
Horror game (PT)
  • Darkness scares
  • Same corner repeats
  • Environment carries the dread
Stealth game
  • Darkness gives power and safety

Environmental cues should match the game's mechanics

From Level design video on Bioshock

What was said about PT

  • 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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