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On your next map...
- give the player a name and identity who speaks instead of using game_text entities as dialogue.
- include clues (not useful for completing the map, but for revealing more of the story) which should be found in other characters' dialogue as well. Not all horror movies and games focus on the character's aspirations/main goal, but discovering other identities/characters' backgrounds and leaving the main character to quantify his or her trust.
- symbolism is an effective method in which the player, who is already in the main character's shoes, gains insight on this character's emotion. Whether or not it derives from a past experience, it is best used to foreshadow future outcomes. Some horror movies use this to play with the audience's mind.
- include flashbacks or some other manifestation of the main character's background. This enforces how the player should feel when encountering things (ex. seeing an old picture in a chest in a creepy attic could set the player aside to a place of comfort and freedom)
You can see an example of this in the horror game, "Narcosis" when you hallucinate a ghostly scubidiver in which the player follows through the isolated abyss of the ocean, then, in some other hallucination, it saved his or her life from a past traumatic experience. He or she discovers the ghost was his or her grandfather.
- lastly, there could be a plot which twists in the end. Not ending a despondent misery that leaves the player empty hearted, but a point where all the annotations connect and then the case is at a climax not in any way predictable, and then closes with something to take away.
WHY MORE?