2Rec
Excellent OT User
- Joined
- Jul 31, 2013
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- 550
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Will do, mate.Lighting helps for sure as it limits what you can clearly see. But the best example I can think that uses this "claustrophobic" feeling (In a fair way) would be like a long tunnel where you can only move forwards. (You are trapped on it). This is very different from being lost in a maze or a place with various paths, even if all of them are narrow. This happens because if you find any dangerous enemy in a maze, you can choose from multiple paths while running from it, and you may even be able to see it while it being unable to reach you.
In the tunnel case, there is only one path, and you know that if you find something strong you will get trapped in the last sqm and die there. You can survive and get back to "safety" if you are faster and make it loses track of you, but now there is no place to go. Your only option would be death or getting help from someone else.
The ideia is making the player hesitate and think in the possibilities shown above. That's why the tunnel need to be long, at least a bit. It dont even need to have any type of real danger, cause it's all about making the player build some expectation.
Now, not exactly a map, but a feature preview.
Instead of same old task NPC, there will be Witcher-alike notice boards worth to stumble upon.