To reiterate the point, the solvable maze configuration is seemingly used in the purest survival horror games as it allows the tension and fear of the game to be kept afloat while playing as it does not allow the player to deviate on other quests on the side. "Silent Hill's tight, maze structure fuels its ability to frighten its users. Silent Hill is able to maintain tension (more or less) throughout because it refuses to be diverted or slowed by elucidation" [2]. Even though it could be argued that not all survival games are 100% like this, as there will always be open-ended rhizome areas to explore at some points, I believe the idea that the linear narrative progression and environment design really does add to the maintaining of the game atmosphere created through the set pieces, soundtrack and the other audio and visual codes in survival horrors.
[1] Murray Janet H, 2000, Hamlet on the Holodeck; The Future of Narrative in Cyberspace Cambridge MA MIT Press (3rd printing).
[1] Murray Janet H, 2000, Hamlet on the Holodeck; The Future of Narrative in Cyberspace Cambridge MA MIT Press (3rd printing).
[2] GameStudies.org: Play Dead: Genre and Affect in Silent Hill and Planescape Torment, Diane Carr, retrieved on 18/05/2009
It's funny, I hate survival games, but I love progression puzzles like this one. I wish that I could find something good in between. Any suggestions?
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