1. Post #1
    Dennab
    May 2008
    3,208 Posts
    We've all probably played a custom horror map at some point. Many of them, however, consist of little atmosphere or buildup and rely only on cheap jump scares (like "screamers") and ridiculous amounts of blood and gore.
    A map that keeps the player on his toes all the time, however, one with much atmosphere and few (if any) jump scares, is far scarier. A map that, for instance, uses the unknown, or outright bizarre and surreal, to disturb the player without using a bogeyman that jumps from around a corner, without even a single drop of blood.

    So now I ask you: what makes a horror map truly scary?
    Reply With Quote Edit / Delete Reply Windows Vista Netherlands Show Events Agree Agree x 1 (list)

  2. Post #2
    Sir Michael Cole
    simzboy's Avatar
    September 2008
    2,483 Posts
    Atmosphere definitely plays a big part in a map. I love to keep a depressing atmosphere that leaves the player feeling all alone and that there's no hope. Keeping areas dimly lit can cause the brain to play tricks on you. Making you think that there's something there, when there really isn't.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 5Informative Informative x 3 (list)

  3. Post #3
    Reply With Quote Edit / Delete Reply Windows Vista United States Show Events Agree Agree x 27 (list)

  4. Post #4
    EpicRenegadeCop's Avatar
    December 2010
    107 Posts
    Dim lighting, keep the player guessing about what's going to happen, fog, ambient noise.
    Make them feel like they need to keep watching their back.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 7Disagree Disagree x 1Late Late x 1 (list)

  5. Post #5
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    Long shadows, noises of things moving, or scraping. Loud noises caused by normal things happening (door locking behind a player, a bottle falling to the floor etc).

    Lots of blood is not scary...after a while, the player just gets used to it. There is however a certain frequency that can be used to generate unease within a human. It's something built into us for millions of years, part of the fight or flight mechinism. The dev team for Thief 4 used these frequencies for the asylum level.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 2 (list)

  6. Post #6
    The Silent Rater
    Timenova's Avatar
    November 2009
    3,236 Posts
    Keep them on their toes, but not with cheap scares. Sounds are the key.
    The wind (Storms are overused) howling outdoors and entering the building, perhaps slamming unseen doors open/shut. Scraping, rustling, subtle creaking. Cans rolling from around a corner...Dead Space is a good example. You want the feeling that you may not be as alone as you'd like to think.

    Lighting: Don't make it pitch black, instead have it dim and include some slightly flickering light sources, although don't have an entire room flickering, that's just annoying.

    Another important thing is that although headcrab zombies can make you jump if they were to suddenly come out of nowhere when you're in suspense, they are a bit of a cliché. It is very possible to create a scary and unsettling environment without monsters, blood or supernatural entities.

  7. Post #7
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts

    Another important thing is that although headcrab zombies can make you jump if they were to suddenly come out of nowhere when you're in suspense, they are a bit of a cliché.
    Possibly remedy might be to have a headcrab amble past, making a bit of noise, but ignoring the player. It gives the person a jump and a frantic grab for a weapon, only to find that its harmless.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  8. Post #8
    Azzator's Avatar
    April 2011
    597 Posts
    I'd prefer a consistently frantic mood. Always taking care to look behind your back for a threat that could come at any time. A quiet ambience and a somber soundtrack would play a key role here imo as well as aesthetics. Then there's when you'd be chased. Cramped spaces, some trifle debris on the floor, dim lighting together with rapid background music would all contribute to a sense of claustrophobia and heightened tension.

    On the matter of the map's environment, I notice most maps make heavy use of fog and dark skyboxes/lighting and a uncanny soundscape which doesn't always have to be the case. If you can do so effectively, you could have a setting in a seemingly safe environment only to later reveal how dangerous it really is. The only examples I can pull out of my mind right now are from creepypastas.

    Music isn't always integral; You should only use it moderately, at places where it is most appropriate. Too much music can be fatiguing to the ear imo.

    If you need some inspiration, the most obvious source would be to read some horror fiction and watch horror films/videos. There's this thread in GD with a ton of really fucking creepy shit including videos, pictures and even solely audio. Also, you can try visiting the Creepypasta Wiki. It's loaded with a lot of scary stories though most of them aren't exactly good.

  9. Post #9
    I Got That Swollen Hand Blues
    Eyefunk's Avatar
    March 2009
    2,309 Posts
    Distant footsteps.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 1 (list)

  10. Post #10
    I love you Danny <3
    Chessnut's Avatar
    August 2011
    2,689 Posts
    A proper ambience and lighting, not something like broken lights that blink with env_sparks.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 1 (list)

  11. Post #11
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    Make sure it ends like this:
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Funny x 18Winner x 5Agree x 1Late x 1Informative x 1Dumb x 1 (list)

  12. Post #12
    Doom's Avatar
    August 2011
    584 Posts
    Play a game of Metro 2033 while being on the surface. That shit is fucking scary. Only thing which tops that would be Amnesia, but that's simply the constant fear of getting killed.
    Reply With Quote Edit / Delete Reply Windows 7 Denmark Show Events Agree Agree x 4 (list)

  13. Post #13
    Gold Member
    omega322's Avatar
    February 2006
    827 Posts
    sound design.
    This, a major part of human emotion is derived from sound.

  14. Post #14
    Dennab
    May 2008
    3,208 Posts
    A friend asks: which is more unsettling: warm lighting or cold lighting?


  15. Post #15
    Kirad's Avatar
    April 2008
    1,416 Posts
    The thing that scares me the most when playing horror games is definitely sound, or a sort've 'impending doom' build up. An example of the latter is the tenseness of getting chased in the game Ao Oni, both you and the monster are a bit slow, but I was still breathing heavy and mashing my keyboard to get away.

  16. Post #16
    Gold Member
    Kylel999's Avatar
    January 2005
    3,285 Posts
    A friend asks: which is more unsettling: warm lighting or cold lighting?
    Definitely cold. Warm seems too friendly. Cold seems dreary, depressing, the actual feeling of the frigid coldness comes from the color. Nobody likes to be cold, remember
    Reply With Quote Edit / Delete Reply Windows 7 Show Events Agree Agree x 2Disagree Disagree x 1 (list)

  17. Post #17
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    7,162 Posts
    Coldness gives a feel of horror while warmth/hotness gives a dramatic atmosphere.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 4 (list)

  18. Post #18
    Karen Gillan <3
    cdlink14's Avatar
    April 2006
    3,240 Posts
    You really need to take advantage of the players curiosity and sanity.

    Blood is one of the best ways to creep people out. But only if used sparingly. If you're in a creepy abandoned house and whilst exploring you come across a trail of blood that leads to an up-turned table. Then you're going to be curious to see what is behind it. This creates suspense and fills the player with fear. Is anything there? Is it going to jump out at me?

    Now if you added a lot of blood in prior rooms then the player is highly likely to just avoid this blood trail because their mind is already desensitized to it.

    Another good way is sound. There's nothing that scares me more than confidently walking up to a doorway only to get about a foot away and hearing a monster groan on the other side. It doesn't exactly make the player jump, but it makes them think fast. They've got to escape or hide, and they've got milliseconds to do so!
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  19. Post #19
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,577 Posts
    Really weird monsters tends to creep people out.

    Something like that:
    Reply With Quote Edit / Delete Reply Windows 7 Slovenia Show Events Winner Winner x 3Optimistic Optimistic x 2Agree Agree x 2Funny Funny x 1 (list)

  20. Post #20
    Gold Member
    Chrille's Avatar
    August 2005
    5,212 Posts
    You really need to take advantage of the players curiosity and sanity.

    Blood is one of the best ways to creep people out. But only if used sparingly. If you're in a creepy abandoned house and whilst exploring you come across a trail of blood that leads to an up-turned table. Then you're going to be curious to see what is behind it. This creates suspense and fills the player with fear. Is anything there? Is it going to jump out at me?

    Now if you added a lot of blood in prior rooms then the player is highly likely to just avoid this blood trail because their mind is already desensitized to it.

    Another good way is sound. There's nothing that scares me more than confidently walking up to a doorway only to get about a foot away and hearing a monster groan on the other side. It doesn't exactly make the player jump, but it makes them think fast. They've got to escape or hide, and they've got milliseconds to do so!
    The problem with blood in video games is that you barely ever put any thought into, even unconsciously. I don't at least. It's just too common an element in video games. You would have to have some clever way of attracting the players attention to it without making it obvious what you're trying to do.
    Reply With Quote Edit / Delete Reply Windows 7 Denmark Show Events Agree Agree x 4 (list)

  21. Post #21
    Dennab
    May 2008
    3,208 Posts
    Really weird monsters tends to creep people out.

    Something like that:
    Definitely. I like designing my monsters in a semi-sexual style, somewhat like the ones in Silent Hill.
    Reply With Quote Edit / Delete Reply Windows Vista Netherlands Show Events Optimistic Optimistic x 1Zing Zing x 1Informative Informative x 1Agree Agree x 1 (list)

  22. Post #22
    Karen Gillan <3
    cdlink14's Avatar
    April 2006
    3,240 Posts
    The problem with blood in video games is that you barely ever put any thought into, even unconsciously. I don't at least. It's just too common an element in video games. You would have to have some clever way of attracting the players attention to it without making it obvious what you're trying to do.
    It depends. If the area has been entirely clean before coming across the blood trail then it's going to stick out like a sore thumb.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 4Zing Zing x 1 (list)

  23. Post #23
    Gold Member
    KennyAwsum's Avatar
    November 2011
    324 Posts
    I would defintely say that Sound Design is a definite part of it, although it would be a interesting experiment to see if you could make a scary map without sound, but i doubt it.
    To a extent i would say settings and graphics, though slightly obvious.Take maps like GM_apartments or Ghosthunt by example, this is really how horror maps should be done, GM_apartments in particular. Don't think them both as the same map however, they do different things to scare people.

  24. Post #24
    OficerHonkHonk's Avatar
    September 2009
    1,221 Posts
    Play Silent Hill 2. That game had the atmosphere part down to a science
    Reply With Quote Edit / Delete Reply Windows Vista United States Show Events Agree Agree x 6Zing Zing x 1 (list)

  25. Post #25
    Gold Member
    1 Duck's Avatar
    January 2007
    757 Posts
    A guy called 'cl0ud' made an awesome creepy map in source, he created mc escher stairs and had all kinds of freaky stuff going on like extending hallways, dripping blood, foot prints appearing etc. Even though these could be considered big things(hall way extending) he managed to create a really nice atmosphere throughout the level. Can't find the video which is a pain, not sure if anyone else can remember this?
    Reply With Quote Edit / Delete Reply Mac United Kingdom Show Events Agree Agree x 4 (list)

  26. Post #26
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,139 Posts
    A guy called 'cl0ud' made an awesome creepy map in source, he created mc escher stairs and had all kinds of freaky stuff going on like extending hallways, dripping blood, foot prints appearing etc. Even though these could be considered big things(hall way extending) he managed to create a really nice atmosphere throughout the level. Can't find the video which is a pain, not sure if anyone else can remember this?
    Pretty sure I remember seeing it on toybox, but the name is on the tip of my tongue...

    Also I just kind of vomited a little in my mouth at the picture of the human centipede.

  27. Post #27
    Stinger21's Avatar
    August 2010
    269 Posts
    One very specific thing that tends to scare players is being forced to do something they really don't want to.
    "Don't go to Ravenholm" -> Forced to go to Ravenholm.
    "Don't go in the water in amnesia" -> Forced to stand in the water to open a gate.
    Reply With Quote Edit / Delete Reply Windows 7 Sweden Show Events Agree Agree x 5Winner Winner x 1 (list)

  28. Post #28
    I HAVE A SQUID FETISH
    Dennab
    April 2005
    8,073 Posts
    One very specific thing that tends to scare players is being forced to do something they really don't want to.
    "Don't go to Ravenholm" -> Forced to go to Ravenholm.
    "Don't go in the water in amnesia" -> Forced to stand in the water to open a gate.
    But...i wanted to go to ravenholm. So many zombies to hug.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Friendly Friendly x 1Optimistic Optimistic x 1Funny Funny x 1 (list)

  29. Post #29
    Wishes he could fit in with the mapping section..
    TurtleeyFP's Avatar
    June 2010
    2,139 Posts
    One very specific thing that tends to scare players is being forced to do something they really don't want to.
    "Don't go to Ravenholm" -> Forced to go to Ravenholm.
    "Don't go in the water in amnesia" -> Forced to stand in the water to open a gate.
    I actually didn't find Ravenholm that scary until near the end. All of the enemies were slow and loud; I could hear them coming and run away without any fear in mind. The fast zombies always made it seem like you had to barricade things behind you, and they really could follow you anywhere; They felt more human than anything else, and to me that's more scary than non-human, non-familiar things. The best "enemies" in horror games/maps aren't ones where they're just enemies - obstacles, inconveniences that you either destroy or avoid. It takes away all of the sense of humanity and emotion from any scene. Having "enemies" that are more than enemies - better, or equal to, the player in every way, really creates the most paranoia for me.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 3 (list)

  30. Post #30
    Gold Member
    l33tkill's Avatar
    January 2010
    1,755 Posts
    I've noticed that unexplained sounds really tend to stir the player up when it comes to feeling a sense of helplessness when they're alone. I've used cheap "pop outs" in one of my maps, and to be honest I really don't think that it's the best method to scare an audience. Anything that rushes a player into something that they don't want to do, as Stinger21 stated above, makes the player feel uneasy when it comes to accomplishing a task. The right use of lighting can make a player expect something that in the game/map...wouldn't happen. A sudden change in the surroundings (room rearrangement, minor prop changes, ect) would also give the player the feeling of not "being alone". But these are things that I've noticed over time. It depends on whose playing the game/map. Something might scare "player 1" shitless, but "player 2" wouldn't be affected.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2 (list)

  31. Post #31
    Gold Member
    Firegod522's Avatar
    March 2008
    11,230 Posts
    A guy called 'cl0ud' made an awesome creepy map in source, he created mc escher stairs and had all kinds of freaky stuff going on like extending hallways, dripping blood, foot prints appearing etc. Even though these could be considered big things(hall way extending) he managed to create a really nice atmosphere throughout the level. Can't find the video which is a pain, not sure if anyone else can remember this?
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Agree Agree x 2Winner Winner x 2Informative Informative x 1 (list)

  32. Post #32
    "Sounds like something Stiffy would say."
    Stiffy360's Avatar
    May 2011
    1,904 Posts
    One thing that really disturbs me, are the cute things. I mean like that gnome in episode 2. It makes it really scary. It looks so innocent, then you turn your back and it's a monster. That creeps me out.
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Funny Funny x 3Agree Agree x 1 (list)

  33. Post #33

    July 2011
    185 Posts
    I think giving the player a sense of hopelessness is a good way to scare them. For an example, in nightmare house 2 when the swat team sends you through the air ducts and when you get a peak at them they are nothing but bloody bones. It made me feel uneasy after getting to know them and having them help you to just see them disintegrated. Building somewhat of relationships with npcs and then having those relationships torn apart is probably a good formula too.
    Reply With Quote Edit / Delete Reply Mac United States Show Events Disagree Disagree x 1Agree Agree x 1 (list)

  34. Post #34
    Gold Member
    WitheredGryphon's Avatar
    July 2011
    687 Posts
    I think giving the player a sense of hopelessness is a good way to scare them. For an example, in nightmare house 2 when the swat team sends you through the air ducts and when you get a peak at them they are nothing but bloody bones. It made me feel uneasy after getting to know them and having them help you to just see them disintegrated. Building somewhat of relationships with npcs and then having those relationships torn apart is probably a good formula too.
    I have to disagree with you. As a protagonist it's a players instinctive knowledge to know that no matter what he is going to live through the current situation in the end. This inspires an infinite amount of hope in the player. They know the protagonist always lives through the end in some manner.

    Putting the player through extensive amounts of obstacles, then having the player feel they can have all that hard work ripped out from underneath them as the protagonist is not guaranteed survival I think is the key point in it. That's where Amnesia's horror element plays against the player's lack of fight against the chance of having all the puzzles they threw at them ripped from underneath them.

    This is a bit off the beaten path but, if you want an example of what I'm talking about in that the player approaches things more differently in that typical scenario, check out the game "One Chance" on NewGrounds (I'll provide a link below). In short you are given a total of six days left on Earth and the player chooses how to spend them before the game 'permanently' ends. This sort of influences the player to make sure whatever they do counts towards their future goals, making them think ahead about the consequences of their actions. Anyway, do check out the game for a good example of what I'm talking about.

    http://www.newgrounds.com/portal/view/555181

  35. Post #35
    Problems are hidden solutions (c)
    GoldPlatinum's Avatar
    November 2011
    1,577 Posts
    Was that map ever released?
    Reply With Quote Edit / Delete Reply Windows 7 Slovenia Show Events Disagree Disagree x 1 (list)

  36. Post #36

    July 2011
    185 Posts
    I have to disagree with you. As a protagonist it's a players instinctive knowledge to know that no matter what he is going to live through the current situation in the end. This inspires an infinite amount of hope in the player. They know the protagonist always lives through the end in some manner.

    Putting the player through extensive amounts of obstacles, then having the player feel they can have all that hard work ripped out from underneath them as the protagonist is not guaranteed survival I think is the key point in it. That's where Amnesia's horror element plays against the player's lack of fight against the chance of having all the puzzles they threw at them ripped from underneath them.

    This is a bit off the beaten path but, if you want an example of what I'm talking about in that the player approaches things more differently in that typical scenario, check out the game "One Chance" on NewGrounds (I'll provide a link below). In short you are given a total of six days left on Earth and the player chooses how to spend them before the game 'permanently' ends. This sort of influences the player to make sure whatever they do counts towards their future goals, making them think ahead about the consequences of their actions. Anyway, do check out the game for a good example of what I'm talking about.

    http://www.newgrounds.com/portal/view/555181
    I don't really think that's the case for me. I have seen a few games/mods with shock endings or alternate endings where the protagonist doesn't have a happy ending, so I can never really be too sure. The mystery of the protagonist's fate is part of what fears me when playing a horror game/mod.

    I do understand what you are talking about though. It seems that it's just a different style of horror in which it puts the player into a paranoia. I have actually played that game from start to finish; it had a depressing feel to it. I don't think that either of these scare tactics are right or wrong, they both just seem like two different ways to put the player on edge.

  37. Post #37
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,663 Posts
    One thing that really disturbs me, are the cute things. I mean like that gnome in episode 2. It makes it really scary. It looks so innocent, then you turn your back and it's a monster. That creeps me out.
    holy shit

    i have an idea
    Reply With Quote Edit / Delete Reply Windows 7 United States Show Events Funny Funny x 4 (list)

  38. Post #38
    I like to faps while I make maps
    Reactors's Avatar
    December 2009
    1,450 Posts
    Honestly I'm at work so I didn't read all the posts so if I posted the same thing as someone else ignore it, but I was gonna say in my opinion, making something scary is:

    Give the player a feeling of loneliness, make the areas around him seem deserted, and have little side stories, which don't interfere with game-play. Side stories like, maybe have a baby's crib, with blood on the floor by it and a teddy bear or something, not being too visually graphic by seeming like a sick person showing a dead baby, but showing the sad fact that even some people's children were left behind, showing the fact for desperation to get out that they're selfish. I know it sounds dumb, but there are probably people who are big enough cunts to save their own lives instead of a children. Keep a creepy ambient playing, and maybe when you walk into a really dark scary looking room, trigger another that maybe (lets say there was a train track near by) that triggered a train driving by with his horn blaring to scare the player.

    That's just my opinion though, I'm not the best at scary stuff but I feel as if that would be pretty good.

  39. Post #39
    Gold Member
    WitheredGryphon's Avatar
    July 2011
    687 Posts
    From the Gods of horror, Frictional Games:

    Frictional Games Blog posted:
    Introduction
    Around 10 years ago, a lot of very interesting and ground breaking horror games were released. These include Silent Hill (1999), Fatal Frame (2001), Forbidden Siren (2003) and a few more. Since then not much has happened in the video-game horror genre and little has evolved. So what exactly can be done to push horror in video-games further? To answer that I will here present a list of my top 10 things I think could take horror game to the next level:


    1) Normality
    In most games the player usually starts out in some strange and not very normal situation. In our own game, Amnesia, the story takes place in early 19th century and has the protagonist waking up in gothic castle. Not something very easy to relate to. Other games see the player has some secret agent, has them trapped in a spooky town/village, etc. All of these are very abnormal situations, and something few of us will ever find ourselves in.

    However, much of the good horror in other media starts of very mundane. They build on the having the audience strongly relating to what is taking place and being able to draw close parallels to their own lives. For horror games this would mean to establish a very familiar situation and then slowly introduce the horror there. The goal is for the terror to not just be inside the game's virtual world, but to reach into the real as well.


    2) Long Build-up
    Most games want to kick off the action as soon as possible. Even games with a drawn-out introduction, like Silent Hill 2, introduce the horror elements very early on. The problem is that sustaining a really high level of terror is only possible shorter bursts and the more the audience has to contrast to, the greater the peaks intensity will feel. Ring (Japanese version) is a prime example of this. While it does kick off the horror early on, the whole movie is basically one long build-up to a final scare moment. Horror video-games need to embrace this sort of thing more, but in order to do so a two common traits need to let go. First of all, the game must rely a lot less on a repeatable core mechanic, since we want the player to deal with actual horror elements as little as possible. Secondly, we must perhaps revise the game length and be satisfied with an experience lasting three hours or less, so that all focus can be on establishing a single (or just few) peaks of terror.


    3) Doubt
    Many of the best horror stories raise the question whether a phenomena really exists. Is the protagonist really seeing ghosts, or is it all in her mind? Since other media like film and books are very grounded in our reality, this sort of thing comes natural (although it is still not always easy to sustain). However, in video-games the player is in a virtual world with its own rules and entities, and this leaves little room for the player to doubt if anything could really exist. Solving this is not an easy feat though, but I think a first step is to embrace the previous two entries in this list, normality and a long build-up. If the player can relate to the game as "real-life" and gets enough time to establish this idea, then she will eventually start to compare any features of the virtual world with the real. Eventually she might doubting if the ghosts, monsters or whatnot are really there. Also, some sort of sanity mechanic can also do the trick, but it must be a lot more subtle then any previous attempt. The player cannot see it as a game system, but has to view it has a feature of their own mind. This is not an easy thing to establish, but that is not the same as it is impossible.


    4) Minimal Combat
    I have talked plenty about this before (see here and here for instance), but it is worth stating again. The worst thing about combat is that it makes the player focus on all the wrong things, and makes them miss many of the subtle cues that are so important to an effective atmosphere. It also establishes a core game system that makes the player so much more comfortable in the game's world. And comfort is not something we want when our goal is to induce intense feelings of terror.

    Still, combat is not a bad thing and one could use it in ways that evokes helplessness instead. For instance, by giving the player weapons that are ineffective the desperation of the situation is further heightened. This is a slippery slope though as once you show a weapon to the player it instantly puts them in an action game mindset. That does not mean weapons and combat should be abolished, but that one should thread very carefully, and finding the right balance is a big challenge for future horror games.


    5) No Enemies
    By this I do not mean that there should be no threats to the player lurking about. What I mean is that we need to stop thinking of any creatures that we put into the game as "enemies". The word enemy makes us think about war and physical conflict, which is really not the focus in a horror game. It also makes us think less about why these creatures are in our virtual world. The word enemy is such an easy label to put on other beings, and then not worry about anything except that we need to destroy or avoid them. This is how wars work after all.

    If we instead think of these creatures as merely inhabitants of our virtual worlds we need to ask ourselves why they are there, what their motivations are and so forth. This brings a new depth to the game which is bound to color the player's imagination. If we can establish our hostile beings as calculating, intelligent beings with an agenda, we vastly increase the intensity of any encounter and can make the terror so much stronger.


    6) Open world
    By this I do not mean that horror games should strive to be GTA-like sandbox experiences, but simply that they should allow more freedom of movement. Most horror games set up a very strict path for the player to follow even if they have, like Silent Hill, a large world to explore. Instead I think the games should allow for the player to skip certain areas and to go about in the world in a free way. This increases the player's feeling of being in a real world, increasing any emotions associated with it. This is also closely related to the goal of achieving normality. Without a forced structure and more open world, it should be easier to give the sense of everyday life.


    7) Agency
    Horror games are so effective because they can make the player feel as they are there when the horror happens. Other media, especially in the horror genre, have to try really hard to accomplish this, but for games it comes almost automatically. It is then a waste that many horror games does not take advantage of this properly and destroy the sense of agency in all kind of ways. By far the biggest culprit are cut-scenes, especially when they take away control at scary moments when the player's actions should matter the most. Another problem is connected with the open world entry above and the player constantly being fed where to go and what to do.

    The way to go forward here is to make sure that the player is involved in all actions that take place. The scenes that are so often left out (and replaced by cutscenes) are often vital aspects of the horror experience. Whenever possible, the playing should be doing instead of simply watching.


    8) Reflection
    The video game medium can better than any other give sense of responsibility. If something, caused by the protagonist, happens on the screen then the player has been part of that. This opens up for the game to be able to reflect itself upon the player and to make players think about themselves while playing. Games have been trying to do this in the past, but I do not think it has come very far yet. So called moral choices are very common in games, but are hampered by being obvious predefined selections (chose A, B or C) and by being connected to the game dynamics (making the choice more about what is best for the player stats wise). I think that the choices need to come out as much more organic for the player to truly feel as if they have caused them. To be able to do this a strong sense of agency (as mentioned in the previous entry) must be achieved and the player must truly feel like it was their own choice (which ties into the "open world"-entry above).

    I also think that this can be taken a lot further than simply testing the player's ethics. It can put player in very uncomfortable situations and to really make them evaluate themselves as human beings. The game could also lure them into mind states that they never thought they had in them. It can explore the nature of good and evil and similar subjects in away that would be impossible other medium. In the end this can lead to some really personal and terrifying experiences.


    9) Implications
    What really brings some horror home is how it has some kind of implications in real life. This can be something like the fear of TV-sets that Ring manages to achieve, or the bleak and disturbing universe that Lovecraft's stories paint. Elements like these are almost entirely missing from video games and again it ties into other entries on the list. Normality is probably the most important, and if we are able to achieve that it will be much easier to tie stuff of the game into everyday life. A game that can achieve this successfully takes the horror to a new level, by being something that the player carries with them long after having put down the controller.


    10) Human interaction
    The final entry will also be the hardest one: to bring human drama into the game's actions. Most horror in other media does not have the phenomena/situation per se as its focus, but instead its effect on people. The Exorcist is a great example of this, and so is The Shining. However, in video-games the main actions still revolve around inanimate objects or brainless foes. By having the player's actions being directly tied to other people, the horror gets so much more personal and intense.

    Achieving this is not an easy task though. My opinion is that it is not a technical problem, but one of design and to place a larger burden on the player's imagination. Simulating a fully (or at least seemingly) sentient human being is a really hard problem. Simple solutions like dialog trees come often out as stiff and prefabricated. Instead one should go the route of simple actions, like Ico for instance, and build upon that by being vague and hinting instead of trying replicate a book or movie. Exactly how to go about is an open question, but the any steps closer to success can mean a lot of the horror experience.
    Reply With Quote Edit / Delete Reply Windows Vista United States Show Events Winner Winner x 4Useful Useful x 2Informative Informative x 1Mapping King Mapping King x 1 (list)

  40. Post #40
    Dennab
    May 2008
    3,208 Posts
    From the Gods of horror, Frictional Games:
    That is really useful. Thanks for posting it.
    Reply With Quote Edit / Delete Reply Windows Vista Netherlands Show Events Agree Agree x 3Friendly Friendly x 1 (list)