When discussing gameplay in games, the principal concentrate is largely on producing it "entertaining". The meaning of "fun" is normally that it is an enjoyable encounter for the player and that boredom and frustration are lowered as a lot as feasible. Usually this is the major priority when functioning on some portion of the game and if it is not "entertaining" enough, that element will be remade or scrapped. In numerous horror games things are various though and concentrate is rather put on invoking feelings other than just "exciting".
A good instance is at the commence of Silent Hill two. Right here the player should go for numerous minutes by way of a wood and city outskirts till reaching the town of Silent Hill. Apart from meeting a character and finding a save spot, not much happens throughout this section and it is only employed to construct up atmosphere and much more imporantly to make the player really feel as if they are generating a lengthy journey to reach Silent Hill. The second point is really distinct as it desires to give the player a unique feeling and introducing things like boredom into gameplay to achieve that. This very diverse from how game mechanics generally function.
Silent Hill 2 is filled with situations like this. At a single point the player is trapped in a nicely and has to locate their way out by using tedious "pixel hunting", growing the sense of being trapped. In an additional scenario the player is locked in a room of cockroaches and the puzzle needed to get out can not be completed straight away, invoking panic in the player. Both of these showcase how inducing some type of emotion has been a lot more crucial than producing the gameplay "entertaining".
In our upcoming game Unknown we are going to use unfun gameplay in order to enhance emotions of fear. We aim to do this by letting the player get adverse gameplay feedback anytime in a scary situation and as a result be far more careful when exploring. We are hoping to get one thing along the lines of the Call of Cthulhu roleplaying game, where investigators (the players) are extremely cautious when encountering anything unknown.
I think discarding the notion that gameplay always demands to be exciting is crucial if games shall evolve as a medium and to really take advantage of its kind. The things produced in horror games is a step on the way, but I think there is nevertheless plenty of avenues to discover. For example, what about a game where the gameplay focuses on generating laughter?
Do you feel games constantly need to have to enjoyable? Can recall any a lot more conditions exactly where the gameplay was "unfun" in order to invoke feelings?