The
convincing physics of the interactable elements in Amnesia, immerse
the player in the narrative very effectively.
To
open doors in Amnesia, you click on the handle and drag the cursor
down, nearly identical to the method you would use to open doors in
real life. The same method goes for closing doors and opening chests
and drawers in the game, to a point where even the trajectory and
speed of which you move the cursor is reflected in the animation of
your interaction. The behavioural mimmicking at play immerses the
player in the narrative by making interactions feel like they do
outside the diegesis so accurately.
When
the player enters the dark they may light up their lantern, which
they discover earlier in game, however, like real lanterns, it runs
out of gas and this mechanic relies on the player looting through the
environments to discover refills to keep it lit. The realistic
urgency the game replicates makes the management of the lantern
paramount. The versimilitude of this mechanic immerses the player
into the narrative through the bridging of this famliarity.
This
freedom makes the play feel meaningful for the player as although
their interactions don't always necessarily effect the narrative
plot, they still effect the game world in a believable way giving a
great sense of immersion.
The combination of what appear to be trivial details actually enhance the experience immersing the player through having their agency reflected so accurately to real life and the range of diegetic elements that are interactive also make the players presence very prominent.
The combination of what appear to be trivial details actually enhance the experience immersing the player through having their agency reflected so accurately to real life and the range of diegetic elements that are interactive also make the players presence very prominent.
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