Posted 07 June 2014 - 04:40 AM
Thinking about this a little, I'm pretty sure the way I would go for this sort of thing would be less "here is a riddle, this puzzle represents doubt!", or even "here is a puzzle!", and more look at gameplay designed to create a specific emotion or feeling. Here are some brief thoughts on the two you've mentioned above:
Anxiety to me, is conveyed by creating a situation in which the player is afraid of the consequences of his choices and is hesitant to make them. You have to be careful with gameplay balance in this kind of situation because it's very easy to cross the line from conveying anxiety to creating a frustrating game experience, if this is hastily done. As a simple example, having the player run through a minefield where a single wrong step starts them over. Definitely creates a lot of anxiety, but probably not a lot of fun to play. Instead, look at tuning the perceived weight of choices, versus the actual effect. The sort of thing I'm thinking of (and take this as a mechanic, not necessarily a copy paste of actual gameplay), would be a "maze" of choices where every choice you make closes off many other possibilities and SEEMS to make the situation worse every time. However, you can tune the experience so that regardless of path, there's usually a way out. The player seems to escape by the skin of their teeth every time, but in actuality it almost always comes down to the last (and clearest) choice they make. Adding a timed component to this could also heighten the anxiety, if the player doesn't feel they have enough time to make informed choices (while tuning things so that they finish at about the same time as time is running out, perhaps even dynamically).
Doubt put me in mind of a mechanic that causes players to question whether their choices were the right ones on reflection, or perhaps even if they actually made the choices they thought they did. The idea I immediately had was actually some sort of randomly shifting map with landmarks that you'd be able to stumble upon if you wandered long enough, but that change places in relation to each other as you move around. That is, if you walked in one direction and then tried to retrace your steps, you'd end up somewhere different, and random. With tuning, you could probably make this subtle enough that things USUALLY work geospatially the way you expect, but every now and then they don't, and you wonder if you've gotten lost somehow without realizing it.
I don't know if the idea here is to have specifically delineated sections for each emotional concept, but it seems to me that these are approaches you could apply generally and in concert across the game, or as elements that aren't really announced, just used at different times. I think you're aiming for subtle, disturbing yet meaningful experience over blatant allegory, though.
"Look at how Art I am!"
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.
-Wervyn