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The DOI matches its Crossref record; 18 of the 18 references it cites were found in a registry or an index; none of the 8 sources its claims cite is checked for support yet.

Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions

Open access
Haahr, Mads·2023·Lecture Notes in Computer Science

Overview

CoChat Summary

TL;DR

This paper identifies six narrative design challenges where conventions of story-driven games conflict with literary cosmic horror, and discusses game examples and design workarounds. It argues some conflicts can be reconciled by inverting game conventions, while others—especially Euclidean game-engine space—remain hard to overcome.

Key findings

  • The paper identifies six challenges: agency, opponents can be defeated, winning is possible, knowledge is good, prolonged survival of the playable character, and Euclidean space.
  • It finds potential solutions in removing combat, using multiple equally powerful antagonists, decoupling narrative defeat from gameplay victory (e.g., *The Land of Pain*; *Call of Cthulhu: Dark Corners of the Earth*), making games short (*The Land of Pain* 3–4 h; *The Terrible Old Man* 20–30 min), using multiple playable characters (*Eternal Darkness: Sanity's Requiem* has 12 characters, only one prevails; *Song of Horror* has six playable characters), and permadeath (*Infra Arcana*).
  • As of 14 June 2023, a Steam search for “Lovecraftian” returned 1163 results, with 620 games specifically tagged as “Lovecraftian”; the paper argues many borrow surface elements rather than engage deeply with cosmic dread.
  • Pursuing knowledge can be made compatible with cosmic horror if it leads to a dismal ending, but the author is not aware of games that punish knowledge pursuit with an extra-horrible ending; Euclidean space is called perhaps the biggest obstacle, with current engines limited to simple perception tricks or fourth-wall breaks.

Methods

  • Conceptual/design analysis rather than empirical study: the paper compares literary cosmic horror conventions with conventions of story-driven games and identifies six apparent incompatibilities.
  • It draws on a selection of horror games, Lovecraftian and otherwise, from the last three decades as examples, including *Quake*, *Call of Cthulhu: Dark Corners of the Earth*, *Eternal Darkness: Sanity's Requiem*, *Song of Horror*, *The Land of Pain*, *The Terrible Old Man*, *Silent Hill 2*, *Fatal Frame 2*, *Chrono Trigger*, and *Infra Arcana*.
  • For each challenge, it discusses why the conflict seems irreconcilable and uses game examples to identify potential solutions or workarounds.

Limitations

  • The paper does not present a formal limitations section; it acknowledges that for punishing knowledge pursuit it is “not aware of any games that do this,” and that current engines allow only limited escapes from Euclidean space via perception tricks or fourth-wall breaks.
  • Evident from the text: there is no systematic sample, empirical player study, or quantitative evaluation; the game examples are selective and interpreted by the author.
  • Evident from the text: the discussion focuses on story-driven horror games, so the findings may not generalize to other game genres or non-narrative games, and the proposed solutions are not formally tested.

Model-written summary. Check it against the paper before relying on it.

Integrity signals

Registry

Crossref · 10.1007/978-3-031-47655-6_17

Cites

18 of 18 references verified0 citation errors · 0 not checkable

Statistics

Nothing to recompute.

Verification

Claims the paper makes

0 Valid · 8 Not valid · 9 Not checked · 42 Own results and interpretations

9 more claims

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  • Probably not a substantial claim. 36
  • It may state two separate claims as one. 20
  • The quote only partly states this claim. 1

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Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

Each contradiction between two passages listed here was confirmed by an independent check.

3 of 3

Citations

Cites

Show all 18 references

Research works printed but not linked: 9

  1. Burleson, D.R.: On lovecraft’s themes: touching the glass. In: David, E., Joshi, S.T. (eds.) Schultz, pp. 135–147. A Centennial Anthology of Essays in Honor of H. P. Lovecraft. Fairleigh Dickinson University Press, An Epicure in the Terrible (1991)
  2. Ingwersen, M.:Monstrous geometries in the fiction of Hp Lovecraft. In: Places and Spaces of Monstrosity, pp. 45-55. Interdisciplinary Press, Oxford (2014)
  3. Johnson, S.: Everything bad is good for you: How today's popular culture is actually making us smarter. Penguin (2006)
  4. Lovecraft, H.P.: ‘The Call of Cthulhu.’ 1926. The Call of Cthulhu and Other Weird Stories. Edited by S.T. Joshi, pp. 139–169. Penguin Books, London (1999)
  5. Lovecraft, H.P.: The Horror at Martin’s Beach. In: Weird Tales, vol. 2, no. 4, pp. 75–76, 83, November 1923
  6. Lovecraft, H.P.: The Green Meadow. Spring. The Vagrant, pp. 188–195 (1927)
  7. Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace, updated edition. MIT Press (2017)
  8. Ralickas, V.: Art, cosmic horror, and the fetishizing gaze in the fiction of HP Lovecraft. J. Fant. Arts 19(3), 297–316 (2008)
  9. Sederholm, C., Weinstock, J.A.: Introduction: Lovecraft now. J. Fant. Arts 26(3), 444 (2015)

Metadata

Authors
Haahr, M.
Affiliations
Trinity College Dublin (IE)
Corresponding author
Haahr, Mads
Venue
Lecture Notes in Computer Science
Published
2023
Pages
276-290
ISSN
  • 0302-9743 (ISSN-L)
  • 1611-3349
OpenAlex
W4388016865
Cited by
1
References
18
Citations by year
2026: 1
FWCI
0.95
Type
conference paper
Language
en
Open access
Licence
Locations
  • Lecture notes in computer science (publishedVersion)
  • Trinity's Access to Research Output (TARA) (Trinity College Dublin) (submittedVersion, cc-by-nc-sa)
Topics
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
  • Social Sciences › Cultural Studies › Gothic Literature and Media Analysis
Keywords
cosmic horror, Lovecraftian horror, narrative games, narrative design, genre conventions, horror games, game mechanics, madness

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This page
CoChat. (2026). Citation check: Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions. https://app.cochat.ai/papers/10.1007/978-3-031-47655-6_17
The paper
Haahr, M. (2023). Lovecraftian Horror in Story-Driven Games: Narrative Design Challenges and Solutions. Lecture Notes in Computer Science. https://doi.org/10.1007/978-3-031-47655-6_17

Data sources

Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.