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Making a Horror Game Scary

GameSetWatch has put up an article about the characteristics that give games in the survival-horror genre the ability to unnerve, startle, and scare players in ways that most games don't. The genre has seen a resurgence lately, with titles like Dead Space, F.E.A.R. 2, and Left 4 Dead posting strong sales numbers. What triggers your fight-or-flight impulses in games like these? From the article: "Being visual creatures, humans are most comforted by sight because of our ability to discern objects, action and consequences based on a picture. As a result, cutting visual stimuli and sticking purely to audio or speech is one of the best ways to keep a player on their toes. Even with weapons, it's very hard to find what you cannot see, and what you do not know. Even if visual stimuli is used, limiting or obfuscating the player's view can enhance the horror in a game, especially if the player sees it for an incredible short time. This can hint both at the difficulty of an upcoming encounter, or even allude to matters earlier in the narrative that the player will soon have to face."

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  1. Gameplay mechanics by KDR_11k · · Score: 5, Interesting

    Low tolerance for failure (taking a lot of damage or even dying when messing up), uncertainity where enemies are (whether a facehugger jumping out of a corner or a ghost that can teleport around you) and generally a feeling of "ohshitohshitohshit" when an enemy engages you. FEAR wasn't scary, you've got a gun and you shoot people with it, neither was Doom 3 (though FEAR was more of a tactical shooter while Doom 3 was just "eat lead, motherfucker!"). The situation must be life or death, not life or slightly less life. You simply can't have a horror game when your main character is a supersoldier with bullettime, massive firepower and lots of health who murders an entire platoon before breakfast.

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    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Gameplay mechanics by KDR_11k · · Score: 4, Insightful

      Oh and something I forgot to mention: That must apply to ACTUAL enemies, not scripted events or something. Only an actual enemy with dynamic behaviour is scary, a prescripted attack is pretty much an exercise in memorization and "foreboding" sounds in the distance aren't scary because you know they aren't associated with enemies, just part of the level script. Hearing something scream means the level designer told the level to scream, not that there's an enemy hiding nearby that just randomly decided to scream. The dead world is not scary (mostly because it doesn't behave erratrically and often doesn't even attack you), the living part is.

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      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Gameplay mechanics by erroneus · · Score: 3, Interesting

      A core component of fear is "what you don't see" may get you. Darkness would seem to be requisite to that end. But I am sure other methods could work as well. There was this movie where this glass house was actually some sort of hell machine driven by a bunch of captured spirits. It was scary because not only were the spirits ghoulish, but you could only see them through special goggles! That could easily be exploited in a game... not the special goggles, but the simulation of them. The movie causes one to imagine there are lots of spirits around them that simply cannot be seen... "what you don't see..."

  2. Re:How to make games scary? by KDR_11k · · Score: 5, Insightful

    Don't call FPSes shoot'em ups, it's amazing how many people don't know what a shmup is these days. I've seen a thread about "best shmup" where half the responses were "Halo".

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    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  3. Undress Britney by jamesh · · Score: 4, Funny

    The only game that has truly given me a scare was the undress Britney Spears game.

    She starts out fully clothed, and you have to perform a task requiring a reasonable amount of concentration. I think it's something like move the mouse through a maze without touching the sides.

    After the first round, she says something to you but you can't quite hear it so you turn the volume up. She does take off an item of clothing though.

    Same again after the second round, so you turn the volume up a bit more. Or maybe this bit wasn't in there... just the first and last round

    Half way through the last round a vaguely scary face appears in place of the game coupled with a loud scream - made even louder by the fact that you now have your volume cranked right up. That made me jump.

    Another good one was a video I saw on youtube - a car is shown in the distance driving along a winding road until it goes behind a building or something and never comes out the other side. While you are trying to figure out why it hasn't appeared on the other side a scary face appears coupled with a scream.

    While playing a horror game you expect scary things to happen, so it's not a big deal when they do. Not so much when you are undressing a pop star...

    So... I guess the answer to the question is to put naked pop stars in your games.

  4. Eversion; subvert expectations. by MrMista_B · · Score: 4, Interesting

    This: http://zarat.us/tra/offline-games/eversion.html

    Don't let the screenshot fool you. It is anything but a Mario clone. If H.P Lovecraft and Stephen King got together, and decided to make a 2d sprite-based platformer, with the intent to CREEP YOU THE FUCK OUT, it would be that. Short game, you could beat it in under an hour if you wanted, though to get the 'good' ending needs a little more work.

    Seriously. If you want an example of a game that starts cutsey, but ends on the other side of screaming horror, play that. Preferably, at night, with the lights out. Just don't let a young child play it, or you'll be dealing with a kid having nightmares.

  5. Fatal Frame by Keyper7 · · Score: 4, Interesting

    To scare the hell out of me, I absolutely love the Fatal Frame series. Some people say its strong point is having a camera instead of some powerful gun and some people say its strong point is having to look at the ghosts face-to-face and very close to effectively defeat them.

    Though I kinda agree with those two theories, I think its "scare power" comes from something else: the fact that the ghosts are "innocent". In FF, like in some Japanese horror movies, the concept is that the spirits are not aware that they are dead, how scary they look and that they can hurt people: they just want to make contact.

    For the sake of comparison, consider F.E.A.R.: Alma surely is scary, but there's little doubt she's one fucked up girl trying to kill you. In FF3, however, you have to deal with the ghost of a 5-year-old girl who keeps screaming "daddy, where are you" and whose attack is pulling your arm to call your attention and look at you pleading. That attitude, plus the realisation she's dead, creeps the hell out of me.

  6. Re:Religious items are not scary by DaleGlass · · Score: 3, Informative

    It's not really supposed to be scary, I think, it's just decoration appropiate for the setting, which can increase the creepiness.

    People aren't supposed to go "Holy crap, a pentagram". It's supposed to create associations. Pentagrams are associated with satanism, which is associated with dark rituals and invocations of demons.

    A stain on the floor is not scary by itself. A blood stain is worse, especially if you find it in a dark alley. A blood stain, which makes it obvious a body was dragged into a hole in the wall, on the other hand, makes you wonder who died there, why, what came out of that hole, and whether it's still lurking somewhere. That is what is supposed to be scary.

    In the same way, a pentagram isn't scary by itself, but is supposed to invoke thoughts of just what the hell has been going on in this place, and what kind of horror could be lurking behind the corner.

  7. Terror and getting killed not directly linked. by OSXCPA · · Score: 3, Interesting

    In the GameCube title 'Eternal Darkness' the devs. used all kinds of tricks, ranging from subtle control 'issues' to a full BSOD, unbeatable enemies, and flies crawling around the screen that looked like they were in your living room (versus artificial game constructs). The overall effect was to render the gamers perception of the game state in doubt during play - reinforcing the game rule that exposure to supernatural creatures would drive a character insane. There was an antidote to this as well, so this was no cheat. It was tempting, however, to forgo the 'sanity potion' just to see how bad the progressively creepier 'bugs' got.

    Oh - and it was actually very difficult to permanently die during these episodes, although during play, the character appeared to die, but immediately 'flashed back' to where she was right when the possession/demon encounter/bug began.

    Combined with the generally creepy atmosphere of the game, thanks to very good art and design, made the game scary and fun to play.