Liminal Spaces as Playgrounds Without Rules
Video games taught us something strange: the most unsettling spaces are not battlefields, but transitions. Empty hallways. Waiting rooms. Tutorial zones after the tutorial ends.
These are liminal spaces—areas designed to be passed through, not inhabited. Games usually hurry us along with objectives and enemies. But when those are removed, the world feels wrong. The player becomes an intruder.
Think of abandoned multiplayer maps. Or single-player hubs after the story is complete. The lighting still works. The music still loops. But nothing responds.
Liminality in games creates discomfort by breaking a contract: spaces imply purpose. When purpose vanishes, the player is left alone with expectation.
Indie horror thrives here because it doesn’t need monsters. It weaponizes architecture, UI silence, and repetition. A loading screen that never loads. A door that opens to another door.
The horror isn’t danger.
It’s being unneeded by the world.