I''m not sure if it''s even possible. I am sure that it pretty heavily depends on your definition of gameplay.
Aside from gameplay, I''d say that two types of fear can be created - ''instantaneous'' fear and ''thematic'' fear. Instantaneous fear is the kind of fear created when something jumps out at your from the darkness, and so on; it''s more about making the player jump. However, ''thematic'' fear - really making the player scared - is a lot harder to do. It has to be built up slowly, over a period of time... but, of course, it''s screwed when players stop save and quit. When they come back, they''ve fallen out of the atmosphere. Thematic fear, I feel, would be very difficult to achieve using gameplay - which is essential the ''rules'' of the game. How many people get scared by rules?
The other thing I will say is that one of the things which scares me most is loneliness. Playing Riven, in a building all on my own, with all the lights off and headphones on, with no people in-game and out; and then stopping, going outside, and walking around for another 10 minutes before seeing any other sign of life;
that was scary.
Superpig
- saving pigs from untimely fates
- sleeps in a ham-mock at www.thebinaryrefinery.cjb.net