

It'd definitely play a much bigger part than it does in F13 or DBD, but I think there's still ways to balance it out with more direct interaction with Freddy' player. Specified that I'm talking about making an asymmetrical multiplayer I came to a similar conclusion regarding controlling the environment.

So, there's the question for you all: How do you make a game that's a fun, satisfying and accurate Nightmare on Elm Street experience? How do you adapt the concepts, rules, and iconic elements of the films into a multiplayer game's structures and mechanics? Let's put our noggins together and figure this out! When you've got a setting like the Dream World where everything's possible, it doesn't lend itself easily to an asymmetrical multiplayer game with a defined structure and limited capabilities. Unfortunately, that's kind of the problem with making an official Nightmare on Elm Street game. Freddy doesn't need to chase you down open grounds or inside houses like Jason Voorhees or Michael Myers would, he's already inside your head and your whole psyche's his playground. As cool as it is that Freddy's now playable in DBD, It's not exactly the best representation of what the Nightmare on Elm Street franchise is all about.
