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Bina Nusantara University
Supermassive Games has established a definitive blueprint for interactive horror by integrating branching narratives with complex emotional triggers. The primary objective of this analytical framework is to evaluate how specific design elements—including storyworld construction, character development, and narrative interfaces—function together to elicit fear, anxiety, and curiosity in players. By utilizing titles such as Until Dawn, The Dark Pictures Anthology, and The Quarry, the research demonstrates that the studio’s success relies on a consistent structural approach that balances player agency with cinematic tension.
The core findings indicate that the studio’s narrative efficacy is driven by the interplay between micro-narratives discovered through environmental exploration and high-stakes decision-making. Across the four installments of The Dark Pictures Anthology, the use of a recurring narrator and a fixed set of playable characters provides a stable foundation that allows for diverse thematic exploration within the horror genre. While the fundamental storytelling mechanics have remained largely unchanged since the release of Until Dawn, the narrative interfaces have evolved toward greater simplification to ensure accessibility across multiple gaming platforms.
This analysis covers the studio’s output from the mid-2010s to the present, focusing on the intersection of game design and interactive storytelling. The research concludes that while these systems are highly effective at maintaining player engagement, future development and academic inquiry should adopt interdisciplinary perspectives from psychology and film studies. By bridging these fields, developers can better refine the emotional impact of choice-driven systems, ensuring that interactive horror remains a compelling and immersive medium for global audiences.
Institut Seni Indonesia Yogyakarta · 2026