In my previous post, I mentioned that certain games try to instill fear in the player. This is the cornerstone of Doom 3's gameplay experience, which pulls out all the stops. By far the most common technique used is that of the monster closet. In fact, Doom 3 has so many of them, you can't help but wonder about those the player didn't trigger. Picture a demon, anxiously waiting in a cramped, 5x3 storage space. It knows it's supposed to jump out at whoever opens the panel that traps it in there. It never happens. "Is that gunfire I hear outside?", it wonders. But then, silence. "Have they -- forgotten about me?".
Welcome to Playthroughline, a personal blog focused on the implementation of stories in games. In addition to general musings about narrative design, you’ll also find a collection of Scripts that basically do for videogames what The Editing Room does for movies.