Hospital
- 1slow, calm, story-focused
- 2the player feels safe: 'Hey, I can run here'
- 3the hospital assault begins: total chaos
- 4building confidence with Silent Navigation
- 5a tight, narrow hallway — seemingly no safe spots
- 6near the exit, the player thinks they're clear
- 7an unexpected accident — hide-and-seek
Designed to act as a tutorial. The beginning sets the mood: slow, calm, story-focused. The player feels safe — silent floors, soundproof walls and sandy paths give confidence to explore freely ("Hey, I can run here"). The hospital looks big and confusing at first, filled with clear landmarks and signs; sandy paths double as a strong guidance tool. When the assault on the hospital begins, it turns into total chaos and the realisation that no one is safe: screams, blaring red alarms, people running. The player builds confidence with "Silent Navigation" and the importance of slow walking, slow interactions and hazard awareness. A tight, narrow hallway forces the player to sneak silently past a monster, with seemingly no safe spots: the first active encounter with the alien creature, designed to get the heart pounding. Near the exit, just when the player thinks they're safe, an unexpected accident turns into a simplified hide-and-seek with the creature. The mood is inspired by the car park scenes in The Last of Us: a dark setting, a few flickering lights in key places and a single green light pointing to the objective.
Balancing the pacing: the first part is quiet exploration, the second intense gameplay. With no action during exploration, carefully placed points of interest hold the player's attention. The big problem: running. In a world where noise means death, running should be a huge risk, but players find it boring if they can't run at all. The hospital is a safe zone, so running is justified by soundproof floors and walls, with sand signalling that it's safe. For navigation, automatic doors open and close based on the player's progress, guiding them while keeping the building coherent and believable.