Frictional Games: Developing Horror
6:00 AM | Cord Kruse | Comment on this story
A new interview with Frictional Games is now available at Gamersbook. The Q&A covered a variety of topics including Amnesia: the Dark Descent, the company's Penumbra horror series, indie game development, and what the company has planned for the future.
Your first two Penumbra games were praised for their atmosphere and earned a cult status among some gamers. What is the most important thing you learned during the development of Penumbra that helped you make Amnesia a better horror experience?Head over to the page below for more.
Gamersbook: Frictional Game Interview
Probably that the best parts of the game are when you are not trying to force gameplay onto the player, when the obstacles to overcome are more natural and leaves it to the player to solve. For each Penumbra game made we constantly increase the numbers of solutions, trying to figure out all possible ways something could be solved. With Amnesia we did not set out to make ”multiple solution puzzles”, but with the experience from Penumbra, we had an open mind to always include all solutions that testers tried but failed at due to the game not supporting the solution.
What are your plans for the future, will you continue to work on survival-horror genre or have you accomplished all that you wanted in the genre?
It's probably going to be a little less horror-oriented; as we do enjoy quite a lot of other genres too! At the moment we are definitely a bit worn out when it comes to horror, having worked with horror for so long. If we do something slightly different we can be more creative, instead of trying to come up with new ways to do the same thing all over again. Later on we might very well be heading back into the deepest darkness of the survival-horror genre, as it's by no means something that we are finished with.
Amnesia: The Dark Descent
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