Am­ne­sia was once more of a puz­zle game, with the dark it­self as your en­emy and health de­creas­ing un­less you kept the en­vi­ron­ment lit, but Fric­tional was dis­sat­is­fied with the re­sult­ing im­plau­si­ble en­vi­ron­ment de­signs. The san­ity sys­tem was orig­i­nally much more strin­gent, with play­ers us­ing po­tions to top up Daniel’s men­tal re­sources and los­ing health while de­ranged, but Fric­tional de­signer Thomas Grip be­came more in­ter­ested in ex­press­ing things through the me­chanic. In a Ga­ma­su­tra ret­ro­spec­tive, he points to Tale Of Tales founder Michaël Samyn’s con­cept of the ‘notgame’, an ex­pe­ri­ence free from con­ven­tions, as rep­re­sen­ta­tive of Fric­tional’s chang­ing pri­or­i­ties at the time.

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