Amnesia: A Machine for Pigs cover
Amnesia: A Machine for Pigs screenshot
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Genre: Puzzle, Adventure, Indie

Amnesia: A Machine for Pigs

Story - What is it good for?

New blog post on stories creating context and why this is both crucial and beneficial when making engaging games.

http://frictionalgames.blogspot.se/2017/05/story-what-is-it-good-for.html

Mental Models

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.

http://frictionalgames.blogspot.se/2017/04/mental-models.html

Evoking Presence

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:
http://frictionalgames.blogspot.se/2017/04/evoking-presence.html

Share your best Frictional Games inspired creation!

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!

https://tobiigaming.com/eye-tracker-4c/

Resident Evil and the power of narrative context

Blog post on combining narrative and gameplay, making a game even more immersive.

http://frictionalgames.blogspot.se/2017/04/resident-evil-and-power-of-narrative.html

Videogames - too fun for their own good?

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: http://frictionalgames.blogspot.se/2017/03/videogames-too-fun-for-their-own-good.html

New blog post on traversal

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!

http://frictionalgames.blogspot.se/2017/03/traversal-and-problem-with-walking.html


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