Essential Experience
I am making a stealth-survival horror akin to Metal Gear Solid and Five Nights at Freddy’s, and therefore the game has to have a high risk and high reward to simulate the correct player response, as well as a threatening atmosphere and a ceaseless threat.
My Essential Experience: I want my players to devolve slowly into paranoia, through a pervasive and consistant sense of being under attack. Through the first phase of gameplay, this is accomplished through the awareness of being watched, and in the second phase a sensation of helplessness.