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What is Forgotten? 1. Complete suspension of disbelief. I am aiming to do everything I can to allow this game to pull you in deep enough for you to forget the real world exists during gameplay. 2. Emotion, emotion, emotion. At the end of the day, the games, media, or art that people remember most always comes down to whatever brought the most emotion out of them. Emotion is the very thing that makes us feel alive. Through suspension of disbelief and psychological manipulation, I want to draw strong emotion from the player. I want this game to be memorable. Memories, by no coincidence, being a core theme of the game's story. 3. Personal. So what makes the game more emotional? If it's personal. What if when you look down at your avatar's torso, or his arms, you saw every mark, scar, and deformity that you've left him with? Dynamic and persistent character damage is just one way that I plan on making this game a personal experience.

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