This paper looks at Rythm Games through the eyes of Perceptual Engneering To prevent players from missing notes in rythm games. All important information should be placed in the middle of the screen due to change blindness and the way our brain processes visual input.
These games should allow players to review objects and clues they might find at any moment in the “trial” while also providing pictures based on the clues to allow players to remember a certain context.
Horror games should make use of a long string of competitive memories to condition players to play a certain way and expect certain outcomes from behaviors to deliver scares by deliberately breaking the conditioning.