They cause stress. In many stories, adults facing a dread game often experience high levels of stress. For example, if it's a work - related dread game where colleagues are backstabbing to get ahead, the stress can lead to health problems like insomnia.
These games can also change an adult's self - confidence. If they are constantly being targeted in a dread game, they may start to doubt their own abilities and worth. For instance, if they are constantly being made to feel inferior in a social group's dread game, they may become withdrawn and less confident in social situations.
True dread games can break relationships. In a story where friends are involved in a power struggle that's a form of dread game, the trust between them can be shattered. This can lead to loneliness as they lose those important connections.
One true dread game story could be in a corporate setting. There was a situation where a group of employees were vying for a promotion. One person started spreading false rumors about the others to undermine their chances. This created a sense of dread as everyone was constantly on edge, not knowing who to trust. It was like a game where the goal was to eliminate the competition through underhanded means.
They can create a sense of unease. For example, in a game like 'Silent Hill', the dark story and eerie atmosphere can make players feel on edge. It might even give them nightmares in some cases.
They can make the experience more immersive. The interference of stories creates a more realistic and complex game world, like in real life where multiple events and stories are intertwined. For example, in a survival game with interfering stories of different factions, players feel more engaged as they are part of this complex web of relationships and events.
On the other hand, they can be a deterrent. Some players might get frustrated with trying to understand the story and just focus on the basic gameplay mechanics. In games like 'Xenosaga', the story was so complex that some players lost interest and didn't fully engage with the game.
Emotion implants in the novel may affect young adults by changing their perception of themselves. They might start to define themselves based on the emotions the implants generate rather than their natural ones.
Dread game stories often use a sense of isolation. For example, in 'Alien: Isolation', the main character is alone on a spaceship with a deadly alien. The loneliness makes every noise and movement more terrifying.
True crime games and novels can both desensitize and sensitize the public. On one hand, if there are too many violent and gory details in a game or novel, it might desensitize people to real - world crime. However, they can also sensitize the public. For instance, a well - written true crime novel that focuses on the victims' stories, like 'I'll Be Gone in the Dark' by Michelle McNamara about the Golden State Killer, can make people more empathetic towards the victims of crime. They can also increase public interest in the criminal justice system.
Well, reviews play a significant role in determining the popularity of true stories. When a well - known critic gives a positive review, it can create a buzz around the story. People tend to trust the opinions of critics. Also, user reviews on platforms like Goodreads can influence others. If many readers leave positive comments about a true story, new readers will be curious. However, if there are a lot of negative reviews, especially if they highlight problems like lack of authenticity or a weak narrative, it can make the story less appealing and thus less popular.
Another way is through the use of powerful and malevolent entities. In DND horror stories, there might be a powerful demon or ancient evil. These entities are often described as being almost invincible and having cruel intentions. Their mere presence, even if not directly encountered, can make players feel dread. For instance, the group might find signs of the demon's passage, like burned earth and dead animals, and know that it could be nearby. And if they do encounter it, the fight is often hopeless, adding to the sense of dread.
NSFW elements can add realism to the story. For example, in a game set in a real - world - like setting, romantic relationships which may include NSFW aspects can make the characters more believable. They have human desires and needs.