I've been thinking for the past few days about the 'no death' principle of LucasArts and Telltale adventure games. "The Tomb of Sammun-Mak" had some 'deaths' that heightened the suspense occasionally, but it's not a technique you can use all the time.
My point in mentioning death is *fear*: how do you guys think you could stimulate fear in a game where you're essentially an immortal?
Say you're playing a game where there's a serial killer in kitchen, and you're hiding underneath the sink. He's looking for you. He knows you're somewhere in that room.
How do you make sure you keep it scary if you can't die?
How do you make sure it doesn't become frustrating or laughable? You can't keep the player there forever, repeating over and over. You can't punish the player. Then what? Is the answer a compromise, or am I not thinking outside of the box enough?
I know some people consider the underground tunnel scenes of
Monkey Island 2 to be scary. I found them scary as well (mostly because of LeChuck's insane grin, which made me realize he was enjoying it), but it's hardly a blanket rule. Yet part of me thinks that may have hit on something. Or has time played with my memories?
It's frustrating. I haven't come up with any smart ideas. I know there's an answer, but I can't quite find it.
What do you guys think?
(And for those wondering what's up with that image, I was thinking specifically in terms of the
Doctor Who episode "Blink", which feels like an adventure game at the end with the TARDIS. I started wondering how you'd adapt that into a game and, well, three days later here I am. If you haven't seen this episode, do it. Even if you're not a
Who fan.)