For this project I used 'Oblique Strategies' a deck of cards designed to
promote creativity made by artist Peter Schmidt and artist and musician
Brian Eno in 1975.
The digital version of these cards can be found here.
Remember those quiet evenings
I used this strategy by trying to make the general feel of the game calmer.
Since I chose to write horror. I tried to choose a more subtle approach to
the genre. I remembered quiet evenings I've spent looking through photos and
mementos and tried to emulate that feeling, and then from there escalate to
the dramatic scenes.
Only a part not a whole
I tend to do a lot of world-building when writing, and then I feel pressured
to include the whole worldview and all of the details in the narrative, so
using this strategy I tried to focus on limiting my storyview to a smaller
amount of detail and keep my narrative limited to a smaller part of a larger
world.
Do the words need changing?
This one initially felt obvious, but I ended up implementing it fairly
easily. I sometimes get tunnel-visioned with the use of specific words.
Whether it's because I like the way specific words sound or I like the
phrasing, it's hard to remember that when I do get tunnel-visioned I can
just scrap the word choice and start over.
Don't stress one thing more than another
I found this useful to remember to give importance to each aspect of the
narrative. I think with horror specifically it can be very easy to only
stress the horror parts of the story, when the rest of it can matter just as
much.
Remove specifics and convert to ambiguities
In trying to convey the horror of the situation I was depicting, I found
myself relying on detail by mechanizing the horror of the situation, i.e.,
guiding the player through the content and being explicit about what is
supposed to be scary. I tried to change this by leaving the horror to the
narrative and the art, so those aspects unsettle the player instead.