On 2012-04-20 01:11, Sean Kelly wrote:

Alan Wake, for example, uses classic cinematic techniques for scaring the 
player, and to make sure they're experienced, railroads the player through the 
predetermined route, even if the rational choice would be to do something else. 
 In movies this technique is effective because seeing the protagonist do 
something stupid creates a sense of tension as the viewer anticipates the Bad 
Thing that is sure to happen.  In a game, the player just has the choice that 
should be provided to them taken away, creating a sense of frustration at not 
being able to do something sensible.  What follows is a tedious plod towards 
the inevitable Scary Moment, which still relies on the player walking along the 
correct path so the event is triggered from the intended position.

In some games these paths and positions can be moved depending on that the player does to make sure they are triggered.

--
/Jacob Carlborg

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