Interactive Horror Story Games and Its Core Drive Implementations Case Study on The Dark Pictures Anthology Season One Games

Main Article Content

Galih Dea Pratama
Andien Dwi Novika

Abstract

In presenting immersive gameplay experience to its base of players, various game titles provide certain game techniques in its disposal. As in The Dark Pictures Anthology games, the series provides branching narrative to add the layers of challenge given to the player. In order to persuade the player to complete the game, there are Core Drives which embody the player’s motivation throughout the game itself. In this research, we will present how the Core Drives are represented in interactive horror story games through the experiment on The Dark Pictures Anthology Season One games with analysis on the Core Drives using Octalysis framework. The experiment shows that the game series brought many game techniques, with Narrative, Progress Bar, Instant Feedback, alongside Plant-Poison Picker, Count Down Timer, Visual Grave, and Rightful Heritage becoming the prominent techniques from the series.

Dimensions

Plum Analytics

Article Details

Section
Articles

References

E. Adams, Fundamentals of game design, vol. 47, no. 08. 2010. doi: 10.5860/choice.47-4462.

S. E. Square Enix, “Life is Strange,” Square Enix website, 2021. https://lifeisstrange.square-enix-games.com/en-us/

Sony Interactive Entertainment America LLC and Quantic Dream, “Detroit : Become Human,” Quantic Dream website, 2018. https://www.quanticdream.com/en/detroit-become-human

S. G. Bandai Namco, “The Dark Pictures,” The Dark Pictures website, 2022. https://www.thedarkpictures.com/

B. N. Supermassive Games, “The Dark Pictures Anthology: Man of Medan,” The Dark Pictures website, 2019. https://www.thedarkpictures.com/man-of-medan

B. N. Supermassive Games, “The Dark Pictures Anthology: Little Hope,” The Dark Pictures website, 2020. https://www.thedarkpictures.com/little-hope

B. N. Supermassive Games, “The Dark Pictures Anthology: House of Ashes,” The Dark Pictures website, 2021. https://www.thedarkpictures.com/house-of-ashes

B. N. Supermassive Games, “The Dark Pictures Anthology: The Devil in Me,” The Dark Pictures website, 2022. https://www.thedarkpictures.com/the-devil-in-me

Y. Chou, Actionable Gamification: Beyond Points, Badges, and Leaderboards, 1st ed. Yu-kai Chou, 2016.

Y. Chou, “Game Design Analysis of Diablo II,” Yu-kai Chou, 2016. https://yukaichou.com/gamification-study/game-design-analysis-diablo-ii-level-ii-octalysis/

D. R. Ramdania, D. S. Maylawati, and M. A. Ramdhani, “Analisis Gamifikasi pada Kahoot! menggunakan Octalysis audit,” UIN Sunan Gunung Djati Digilib, vol. 1, no. 1, pp. 1–10, 2013, [Online]. Available: http://digilib.uinsgd.ac.id/id/eprint/30639

B. J. Nanda, A. D. G, and P. Sharma, “Gamifying Awareness of Covid-19: A Review of the Gamified Apps Using Octalysis Framework,” Manag. Matters, vol. 18, no. 01, pp. 31–45, 2021.

R. A. Syakuran and Sufa’atin, “The Application of Gamification Concept to Android-based Mathematics Learning Application in SMP Negeri 1 Cangkuang,” J. Ilm. Komput. dan Inform., 2017.

J. Karać and M. Stabauer, “Gamification in e-commerce a survey based on the octalysis framework,” in HCI in Business, Government and Organizations 2017, 2017, vol. 10294, pp. 41–54. doi: 10.1007/978-3-319-58484-3_4.

M. Xbox, “Xbox Series S,” Xbox Store, 2020. https://www.xbox.com/en-US/consoles/xbox-series-s