Being Scared in Games is Needed
zombieinthebackofyourcar writes "The Escapist has done an entire issue on why we love and need horror games. Jon Schnaars, an expert in psychology and mental health issues, writes about how we need to be scared to generate pleasure from the game. From the article: 'Perhaps the most important change made in the game mechanics of RE4 was fixing the camera behind Leon, providing a tight third-person shot through which the player could experience the action. Through this move, Leon has become every protagonist from every horror film ever made. He is the lone survivor; steadily trudging into the dark when all our instincts tell us it's a bad idea. And as the player, it is actually us proceeding into the dark, receiving (when we're not getting beheaded) our genre pleasure.'"
Let me just come out and state what you're trying to say: The article is full of it.
Horror is not necessary to a video game and more than it's necessary to Chess. A video game is about a goal that you wish to acheive. Generally, obtaining the goal should imply some sort of challenge, otherwise there would be little point.
Now if one dives into the challenge portion of video games, one does realize that these challenges do cause stress. Usually we're talking about a raised heartrate, higher state of alertness, and concentration. But it can also mean fear, angst, and concern. It all depends on the type of game, and the goal that the player wishes to achieve.
If horror games are do it for you, is there any surprise that the player will expect to be scared out of the wits? But where's the fear in Super Mario Bros? Or Tetris? Wing Commander? Honestly, there's none to speak of. In the case of Wing Commander, the fantasy aspect of becoming a star fighter pilot is the overriding aspect that makes the challenge interesting. All these games are interesting without any hint of fear. Humans need to be stressed, but different people have different stress needs. Recognizing that when creating a game can help a designer make it much more accessable to the target audience.
In short, beware of the pop psychologists.
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The article isn't really full of it... because the article doesn't say what the synopsis seems to think it does. I read the article, and it basically is a academic analysis of Resident Evil 4, and why it works as a horror game. No mention anywhere that I saw of every game needing horror, or even that every gamer needs horror games. It's simply an analysis of RE4 as a part of the horror genre, with some information about the genre.
Horror is not necessary to a video game and more than it's necessary to Chess.
Horror as a genre is not needed unless you like that, but fear is.
I could think of a high emotion chess champion game in which you fear loosing in front of thousands of people for example or perhaps a chess game where you have your house or family lives on the line or if you loose that atomic weapons will be unleashed on your nation. Ok... That is a bit extreme. Lets just say you play a game of virtual chess for 1,000,000 of your gold pieces in World of War craft.
Well... Depending on how much you value your virtual gold, you will be sweating it and seriously thinking about each piece you move. Fear is the main reason behind gambling. It makes the game serious and ups the stakes.
Take if like this... Back in the good old days of Ultima Online, I would be dungeon crawling and then a player killer shows up. Now I could run or fight or I could die and loose my things...
Since I know dying will set me back a bit and make me try a frantic run for my gear and loot after I get rezzed, I have to weigh in my options to whether or not running or fighting will be fun.
And if I do run how much of a chance of actually making it out of the dungeon alive?
Of course throughout the years of playing UO there are plenty of times where I have fought and won, ran away, and sometimes died and had my things taken from me.
But the heat of the battle and the knowledge all my loot was on the line was exciting much more so than say fighting an AI monster who I knew I could simply walk away from if I lost too much health.
Also this applies to FPS games... Everyone was used to the Quake system in which you died and then you instantly respawned without much fear of dying.
However, when Counter-Strike came along you actually got scared of dying because not only did you loose the weapons you saved up money for buying, but you had to sit the rest of the round out until one side one.
That is the best formula for playing any game that is for those who want to fill that "gambler's buzz". The player must have some type of risk in where if they loose they will be punished and loose whatever they had previously worked on.
Personally, as comforting as save games and not loosing your items in MMOGs, a player must face some type of punishment for loosing.
There must be some fear of loosing otherwise we will get bored of a game like it had god mode turned on.
But I would also like to point out if that punishment for loosing is too great, then the game gets pretty tedious pretty fast (otherwise known as loosing over 15 hours worth of leveling when you die at level 59 in EQ arrrrgh!!!!)
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