Myrmecodon said:
There is one set of games you forgot about when mentioning entropy and scarcity:
ROGUELIKES.
... "Saved the world" on that one really did feel like saving the world.
I think this really comes back to the idea of a game targeting the
player rather than the
character. It's easy to write a situation in which a character would be nervous or afraid, and it's easy to tell the player that is the case... and it's just as easy for the player to ignore that information. But if the mechanics behave in such a way that they make the
player nervous, tense, or scared... well, you don't even need a "character" at all, really.
Game mechanics can create just as much emotion as a story. And if the mechanics don't back up the story, it's going to fall flat anyway. Make the game
feel right, and most of your job is done!
ASnogarD said:
Try get into the characters shoes, and let the brilliant sounds take you to dark places.
Lights off, heaphones on... and possibly some diapers
What I liked about
Amnesia is that I didn't have to get into the character -- the atmosphere was spooky enough on its own. And I like that it didn't lead my around by the nose. Not only did that give me freedom, it also gave me ownership: I had to actually
move toward the scary thing, because the game wasn't going to do it for me.
The folks behind that game avoided the assumption that scaring the character means scaring the player.
Y'know what you might really enjoy?
Fatal Frame (XBox). The original. Play it in the dark.