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How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves | War Stories | Ars Technica

Ars Technica

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  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Thomas Grip, designer of Amnesia: The Dark Descent
  • May be out of date. Uploaded 7 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

826K views7 years ago1 recommendation

Game developmentGame designGame programming

Thomas Grip explains the game design decisions and psychological tricks used to scare players in Amnesia: The Dark Descent.

Frictional Games' Thomas Grip, designer of Amnesia: The Dark Descent, discusses the development of one of the most frightening games ever made. Thomas talks in-depth about the game's unique sanity system, as well as how the team continually tricked players into scaring themselves. Opening clip pulled from this video: youtu.be/L1RKuM57nPA?t=109 Connect with Ars Technica: Visit ArsTechnica.com: arstechnica.com Follow Ars Technica on Facebook: facebook.com/arstechnica Follow Ars Technica on Google+: plus.google.com/+ArsTechnica/videos Follow Ars Technica on Twitter: twitter.com/arstechnica How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves | War Stories | Ars Technica

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1 person recommends this

What people say. Recommended as an excellent postmortem on horror game design and player psychology.

u/Antrikshyin r/programming • Recommends

On “Amnesia: The Dark Descent and Amnesia: A Machine For Pigs source code released under GPL-3.0 license”

This War Stories video on it is also pretty fun. Been a few weeks since I watched, but I think it has mild spoilers for the story, and major spoilers for a game mechanic.