Amnesia: A Machine for Pigs - heidi
Blog posts are being written at the speed of light at Frictional Games! Check all the latest ones at

We hope they will give you an insight when it comes to our thoughts on narrative, gameplay and design.

Amnesia: A Machine for Pigs - heidi
New blog post on stories creating context and why this is both crucial and beneficial when making engaging games.

May 4, 2017
Amnesia: A Machine for Pigs - heidi
New blog post!
Reality is a fiction created by our brains, a mental model of the outside world. Knowing how this works is crucial to game development and these mental simulations has a huge effect on how a game feels and plays.

Apr 27, 2017
Amnesia: A Machine for Pigs - heidi
Playing a videogame can put you in a state where the borders between your self and the character gets blurry. This is one of the major differences that sets games apart from other mediums such as films and literature. When creating games, evoking this feeling of presence is worth trying to achieve.

Latest blog post:

Amnesia: A Machine for Pigs - heidi
We know there’s a lot of great things being made all the time, inspired by our games. We’d love to see more of it, and make it visible to all of the community!

Share your creations with us on Facebook or Twitter (use the tag @frictionalgames) before Tuesday, April 18th. A very unbiased jury (the Frictional Games team) will pick four winners. And the prize? A brand new Tobii Eye Tracker 4C, courtesy of Tobii Gaming!
Amnesia: A Machine for Pigs - heidi
Blog post on combining narrative and gameplay, making a game even more immersive.

Amnesia: A Machine for Pigs - heidi
A sneezing engineer was more than enough to keep the audience spellbound during the early days of film. But soon, filmmakers had to add the element of storytelling, in order to keep the viewers' attention.

As a medium, videogames are getting along just fine by relying on fun gameplay. But is it time to disassemble games and start building them with a focus on storytelling, as well as gameplay?

New blog post:

Amnesia: A Machine for Pigs - heidi
How do you handle travel time in games, and how do you keep the players intrigued and content during these periods. How do make going from one place to another fun? And what's the difference in our expectations depending on the type of game we choose to play?

Read our new blog post, where Thomas shares his thoughts on the subject. And let us know what you think in the comments!

Rock, Paper, Shotgun - (Adam Smith)

screenshot of Dear Esther in which it is quite dark

The next game from the creators of Everybody’s Gone to the Rapture, Amnesia: A Machine For Pigs and Dear Esther will be a systems-driven isometric adventure, inspired by tabletop RPGs and wargames. I spoke to The Chinese Room’s studio director Dan Pinchbeck about the game, Total Dark, and he explained that he’s wanted to make a game driven by RPG-style mechanics for a long time.

As well as providing us with some of the first details about Total Dark, he discussed the continuing influence of Esther, and the ways in which ‘walking simulators’ are returning to their first-person adventure roots.

… [visit site to read more]

Rock, Paper, Shotgun - (Adam Smith)

Everybody’s Gone to the Rapture [official site], the latest from Dear Esther and Amnesia: A Machine for Pigs developers The Chinese Room, is finally heading to PC. I spoke to studio head Dan Pinchbeck earlier this week and he told me that the completed PC port has now been delivered to Sony, who will be acting as publishers. Sony’s role means they’ll be responsible for selecting a release date and marketing the game, as they did with Helldivers when it came to PC late last year.

But it’s coming. The rapture is coming.

… [visit site to read more]


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