Please feel free to post ideas to the transformation of the Tom Sawyer Scene
_or_ to post theoretical posts!


A small theoretical addition on the connection between
suspense,
surprise,
depth of gameplay,
depth of feelings,
depth of experiences.

Let's start with an example from Half-Life:
While trying to break out of Black Mesa, you step into a room where you observe a scene with a scientist and a govermental special force soldier. They don't see you. The scientist wants to leave the room to escape from the desaster in Black Mesa as all humans wanted, but the soldier, instead of helping, kills him!

That is a turn in the story, a surprise, and an addition to the gameplay, and an addition to the aspects of the story.

Now you recognize that the government don't want to save the humans in Black Mesa, they want to keep the secret of the laboratories and the invasion of aliens, and will kill each person that tries to leave! An addition to the depth of feelings and experience(although a sort of experience which isn't needed in everyday life).

The depth of gameplay gets a new enemy, smarter, in teams, but an enemy who has to fear the other enemy, too, which adds to the strategy of gameplay.

A surprise which feeds the suspense.

This means, in this example each of the aspects suspense, surprise, depth of gameplay, depth of feelings, depth of experiences profits from this turn.

CLAIM:
I could claim now that, the other way round:

An addition to the gameplay is optimized if is a surprise, and if it adds to the depth of feelings, experiences and suspense!

Right or wrong? Examples of this sort were helpful!