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What new features would you add in a non-Amnesia Frictional Games Adventure?
The Rock Worm Offline
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What new features would you add in a non-Amnesia Frictional Games Adventure?

Let's say you had the honor of making the new game series after Amnesia, what would you add? Until Amnesia 2 is out, let's assume your new feature(s) isn't in Amnesia 2.

To get things rolling, I will set up the story area: You are a student of a university (Lovecraft's Miskatonic University, though we need a Frictional Games version of the name) and you have special night duties. However, upon arriving the doors seal themselves shut, and a bloody mess is everywhere and monsters lurk around! You have no idea who is left alive (that you knew) but you are completely alone!

Feature 1--Varying Sanity Drop: Depending on what monster you see should determine how fast or slow your sanity drops. Say you see a giant spider, double the ones in Penumbra, and even freakier in appearance. Your sanity would drop. However, when you see a human with disturbing disfigures (like the face of the Brute to give an example), your sanity would drop faster than seeing the large spider. Now if you see an Eldritch Horror, a creature/entity with such a worst-nightmarish appearance and abilities that your sanity quickly speeds towards insanity.

Feature 2--Fewer/No Lights: Things like glowsticks or tinderboxes to light up those ever-burning candles adds too much comfort for the player. Now a flashlight/lantern that provides light but eats fuel like crazy is good. Now refills would be extremely few to non existant (so you'd really have to save)!

Feature 3--No NPCs/Short-lived Hope: Seeing Agrippa in Amnesia provided comfort and hope, while leaving him meant leaving that comfort. Having no NPCs/Short-lived Hope would be better. Here's an example: you hear the voice of your friend coming from somewhere around the corner in this university. Hope building, you run towards the voice, only to see/hear that person be killed and the corpse flung through the closed-curtained large office window. Admittedly, having another person adds hope and encouragement to the player, so the described situation should be added.

Feature 4--Smarter Monsters: You as the player can outsmart/outrun monsters you encounter. Even the Brutes/Grunts, while physically tough, are a bit stupid. Now imagine a few monsters smart enough to set traps for you! Even mimicking a person's voice to draw you in! You moving objects to hide you or barricade a door is a smart move for you, so imagine if a monster could lock you in where it wanted you! Now not all of them would be very smart, only a few. We don't want you to expect a trap coming.

Feature 5--Dropping items: As soon as you get an item for your inventory in Penumbra/Amnesia, it tends to remain there. Keys/beef jerky are examples of exceptions. Having anything you grab can be dropped would add to the realism. Some could be dropped when a monster hits you!

Feature 6--Taking Injuries into account: When I played Dino Crisis 1, I was impressed when you were injured the character had its mobility affected. Injured leg, bruised arm, and slower movements are the main examples. Having these in the game would add to the realism of the game. If you take a big fall, you could brake your leg and thus move slower. You could be bruised, run out of breath and need to stop, or even sneeze in a dust wall (which would get the monster's attention).

So, what other feature(s) would you add? Any thoughts on these features I've thought up? If you're working for Frictional Games, I hope you take these ideas into account for your next adventure.
09-09-2012, 04:34 PM
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What new features would you add in a non-Amnesia Frictional Games Adventure? - by The Rock Worm - 09-09-2012, 04:34 PM



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