A video game and game system incorporating a game character's sanity level that
is affected by occurrences in the game such as encountering a game creature or
gruesome situation. A character's sanity level is modified by an amount determined
based on a character reaction to the occurrence such as taking a rest or slowing
game progress and/or an amount of character preparation. That is, if a character
is prepared for the particular occurrence, the occurrence may have little or no
affect on the character's sanity level. As the character's sanity level decreases,
game play is effected such as by controlling game effects, audio effects, creating
hallucinations and the like. In this context. the same game can be played differently
each time it is played.