If you’ve read my posts, then you know that I’m a huge fan of progression systems in game design. Some examples would be meta-game, player-based, abstraction and so on. Upgrading characters has been a popular means of adding abstracted progression. However, understanding how to handle progression systems correctly can mean the difference of how your game will turn out.
Recently on the Perceptive Podcast, we had an excellent discussion on the horror genre. When we got to the state of modern horror, the three of us each expressed our disdain for modern horror; specifically for jumpscare-focused horror. During the cast, we came to the realization of the problem with modern horror games: They’re not about the player, but the audience.