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Game Design Theory / what do want to see in a horror game

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THINK
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Posted: 18th Oct 2009 19:35
hi guys
I and some others guys are working on a horror game,it is in very early stage and we want to get soms features in the game,
we have some already,but we really want to hear some ideas that you rearly like to see in horror games.
so we really want to hear of you guys

i tink that am tinking
demons breath
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Posted: 19th Oct 2009 02:00
Suspense. In the same way as something like Ju-on is scarier than a more gory, in-your-face action-packed style thing, unsettling scenarios are scarier than waves of zombies. I have to say I also really liked the music in Luigi's Mansion - obviously it's more of a family game, but I liked the way that in certain areas, how unsettled he was was shown by the way he whistled in a quavery fashion. Obviously I'm not saying to do that again, but something along those lines, where the character wasn't all gung-ho, and there was some sort of visible tell of how scared they were.

I remember playing one of the resident evil games way back when I were just a primary-school nipper - I think it was Nemesis - and there was a bit where you're running round a building and he's trying to get in or something (if I remember right). Again, the building of tension is a good tool.

Obviously this is just going down one avenue, and wouldn't necessarily apply to whatever route you guys want to go down, but some sort of sense of vulnerability would be good. Maybe even a couple of situations where the best course of action would be to avoid conflict and try and sneak past. If it was a zombie game, for example, maybe an area with many zombies in so that it would be physically impossible to kill them all. Could also be fun if you'd saved recently to unload on them with a chain gun and see how many you could kill before you died - you know what I mean? A lot of people I know enjoy doing that sort of thing as much as actually progressing through the campaign.

I think there are a few things which would be most important:
- Appearance - it wouldn't have to be commercial quality obviously, but some more muted colours, darker shades and some fog-style effects for outside could set the mood well.
- Music - vital for setting the tone. Quiet, suspenseful, maybe with something frantic for conflict which would be a shock should you run round the corner suddenly into an enemy. Scales and modes like Harmonic Minor, Phrygian and Locrian would probably suit this.
-Plot - there needs to be a genuinely interesting plot. I wouldn't play a game if the only aim was to run around killing zombies constantly. A decent storyline would create interest, and possibly heighten suspense as you'd feel more involved with the character.

Also one more afterthought - nope never mind I've lost it. That's plenty many suggestions for now though. Hope some of them are useful.

"A West Texas girl, just like me"
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Hador
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Posted: 19th Oct 2009 05:05
a stripper that turns into a zombie...

DAGGERSHATTER GAMES

Dared1111
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Posted: 19th Oct 2009 18:41
Suspense, which builds and peaks off, leaving the player alone and edgy.

Absence of noise, even with noise, so even when it is silent, the crickets are being noisy as usual, the taps are dripping or the wolves are howling.

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Libervurto
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Posted: 20th Oct 2009 03:51
Have you played Siren Blood Curse?
I can't remember why it was so scary to me but the whole thing creeped me out and it was really hard too (never got past the first bit!)
Just thinking about it is giving me goosebumps!

In the little of the game I saw, you're a tourist somewhere in asia and you're running away from a zombified police officer (I think he's a zombie, I didn't want to stop and ask him), straight away there's some unsettling things: You're in the woods, in a foreign country and it's dark. A police officer should be there to protect you and keep things in order, instead he is a suspected zombie!
After about 10 minutes of running around and trying to beat up the zombie officer (which results in dead tourist) I found a path that goes up a hill to a mobile home type structure. The game told me I could hide in the wardrobe, so I did, and then he comes in, all zombie-like and says things like "I know you're in here" (I think it's subtitled though). Then I make a run for it and he always kills me

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Zeus
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Posted: 20th Oct 2009 15:56
I want something away from monsters and zombies, I want paranormal, such as ghosts and demons, something that comes from the very pits of hell, something that actually scares me.

ShaunRW
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Posted: 21st Oct 2009 03:44
Quote: "I want something away from monsters and zombies, I want paranormal, such as ghosts and demons, something that comes from the very pits of hell, something that actually scares me."


Like in F.E.A.R where you're walking down a hallway and that freaking little girl walks by and sends shivers up the spine.

I don't get scared of murder movies or zombie ones. Mainly just ones about ghosts and things like that.


Lonnehart
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Posted: 25th Oct 2009 00:30
Quote: "Dared111 said:

Absence of noise, even with noise, so even when it is silent, the crickets are being noisy as usual, the taps are dripping or the wolves are howling.
"


Reminds me of an old PSX game called Space Griffon VF9 (check YouTube for vids of the game). There was no music, and the only sounds you could hear were those made by your mech and weapons. Too bad it was more of a slow RPG/FPS than an action game, though...

In the beginning there was nothing. There'll be nothing in the end...
borngamer
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Posted: 28th Oct 2009 19:13
I don't have any specific ideas for you other than you should somehow make the player feel helpless and insecure.

The best thing about horror is that you know something is going to happen but you have no control over what or when it happens or how you are going to deal with it.

The problem with the zombie games is that you can kill the zombies. At best, you should be able to delay them so you can get away. Horror games should be about running away or trying to find someone special, not slaying the monster/demon/zombie.

John
TechLord
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Posted: 31st Oct 2009 08:53 Edited at: 31st Oct 2009 21:06
Quote: "we have some already,but we really want to hear some ideas that you rearly like to see in horror games.
so we really want to hear of you guys "


I would take notes from film making. Suspense and Horror are in the Music, SoundFX, and Camera work. You can turn a simple scene such as going to fridge and grabbing a cold glass of milk into one of sheer terror with the proper music, soundfx and camera work. Heres a another example of Terror in under 30 secs.

I've been analyzing recent horror films and simple games like one here, in a attempt to develop a AI system that will create a scary and terrorfying atmosphere.

So far what I've identified a common technique that involves:
(1) Audio/Visual Focus and Distraction mechanism coupled with
(2) Moments of silence, or music that slowly builds up followed by
(3) Rapid Camera angle change / popping image at close range accompanied with
(4) Startling (Loud) Soundfx ie: Shriek, Scream, Growl

Add some creepy creatures/beings & gore to this formula and create a Horrifying Game.

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Dared1111
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Posted: 31st Oct 2009 11:45
Quote: "The best thing about horror is that you know something is going to happen but you have no control over what or when it happens or how you are going to deal with it."


That said, the main reason certain moments in FEAR 2 did not scare me were becasue I was not in control of the character at the time.

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JLMoondog
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Posted: 31st Oct 2009 22:24
Doom3 was and will always be the scariest game I've ever played. It was the darkness mixed with great audio and creepy images. I seriously could only play that game for an hour at a time because my nerves would be shot so badly, lol!

I've yet to play another game that does that to me.


borngamer
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Posted: 2nd Nov 2009 15:10
Quote: "That said, the main reason certain moments in FEAR 2 did not scare me were becasue I was not in control of the character at the time."


I didn't mean to say you were not in control of the character. Cut-scenes are rarely scary. What I said was you are not in control of the situation.

For example. Having to work your way through a dark room with nothing more than a little beam of light from a flashligh and not knowing what is in the room can lead to some pretty tense situations in a game. It's even better if you are low on health and ammo because you know your chances of survival are low and something has to be in the room.

John
TechLord
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Posted: 5th Nov 2009 09:23
Quote: "The best thing about horror is that you know something is going to happen but you have no control over what or when it happens or how you are going to deal with it.

The problem with the zombie games is that you can kill the zombies. At best, you should be able to delay them so you can get away. Horror games should be about running away or trying to find someone special, not slaying the monster/demon/zombie."


Left 4 Dead is a pretty horrorfying Zombie Game and is currently my favorite. In fact, I bought a XBox 360 just to play it and L4D2 comes out on the 17th - I can't wait.

L4D makes very good use of mood setting music and 3D sound to build up suspense intensity. It is a true survival horror game and survival is its primary premise. The `fear` of dying is very emotional and Valve capitalizes on this fear by throwing hordes of zombies in your path to survival.

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tha_rami
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Posted: 7th Nov 2009 00:55
L4D never genuinely interested me as a gamer (it did as a designer). It just didn't do it for me - it didn't scare me, nor pull me into their world. It's just another I ma3d a gam3 w1th zomb13s! to me.

However, the advice above is solid. Suspense is your main weapon in horror and the best way to see how you build suspense is researching what causes an unsettling atmosphere. Keywords here are expectation and composition. Take a good look at movies and successful examples of horror games and try to figure out what interactivity can add to those examples.


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Nizze
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Posted: 27th Nov 2009 13:38
Anyone seen the movie Paranormal Activities? Was quite damn scary, really. Take a look at it, could give ya some ideas

-- Nizze
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Libervurto
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Posted: 9th Jan 2010 07:19
Quote: "what do want to see in a horror game?"

Your mum.

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
Dia
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Posted: 9th Jan 2010 07:36
something similar to the little sisters in Bioshock...

the juxtapositioning of a cute little girl and that big freakin brass needle, with all the comments they make to their little playmates got me a little freaked out

This is not the Sig you are looking for....
Libervurto
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Posted: 10th Jan 2010 05:45
@Dia
Yes that was a bit creepy. In fact anything that isn't how it should be is scary. If you want to scare someone, challenge their preconceptions. You have to be careful though because this rule also applies to comedy.

I mentioned the zombie police officer in Siren Blood Curse; that's a good example because a policeman should enforce the law and keep order, but by him being a murderous zombie the writers are showing you that there is no law and order.

A baby's cradle lined with spikes and dripping in blood would be a pretty horrific thing to see, without seeing a baby you still assume it is a baby's blood, and instead of the baby being comforted it is being tortured.
You can come up with some pretty twisted stuff if you think of something positive and make it a negative.

Laxative chocolates, muahahahaha

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
DarkAngelOblivion TM
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Posted: 10th Jan 2010 14:33
Ok i was going to use this in my game but i didnt end up using it.

You walk into a small rectangular size room, there is a dead body infront of the door on the other end of the room, you walk closer and the door slams shut and the power goes off, then shortly the power is on and the light starts flickering and that dead body is up and walking to you (along with a scary sfx jump), you are unable to go around and the door is locked. You just have to shoot him but it will take a clip or two. Very very scary (already tried it but diddnt suit the atmisphere).

Get one better at better electrical, well we just did, DARKANGEL
DarkAngelOblivion TM
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Posted: 10th Jan 2010 14:37
Oh and dont give player too many rescources because if they are out of ammo for instance then you have to make your way around things without dying making it very heart pumping.

Get one better at better electrical, well we just did, DARKANGEL
Libervurto
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Posted: 11th Jan 2010 08:18
Quote: "Ok i was going to use this in my game but i didnt end up using it."

Simpsons di... I mean Bioshock did it.

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
pictionaryjr
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Posted: 12th Jan 2010 06:31
here's what i came up with mainly making the player seem inferior to create suspense

1) maybe make the gun begin to shake out of trembling making it harder to aim

2) cut the music off. all u hear is footsteps and breathing and maybe occasional random other noise like a can kicked or dog bark

3) make it appear as though it gets colder. like maybe be able to see the player breathe.

4) possible force the player to walk slower out of fear

5) plus in all parts of the game obviously make it darker, but maybe when moments of high tension. make it darker with longer shadows and the player be in the only area of light. can't see anything in the darkness

Then to finish it off have the creature or whatever jump at the player with a loud scream or something.
Krimzon Destiny
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Posted: 12th Jan 2010 06:39
audio, audio, and more audio. the audio can make or break suspense/fear in any form of media. i would like to hear unsettling music and hear my avatar breathing heavily and their heart beating loudly and quickly whenever something crazy is about to happen; and even when something isn't about to happen just to keep me on my toes. you should take a good long "listen" to Dead Space. that was by far the scariest game i've ever played and the sound design was a big part of that experience.
Libervurto
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Posted: 14th Jan 2010 06:08
Dead Space yeah
I am never going round a corner again!

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
The Slayer
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Posted: 17th Jan 2010 21:57
I think you should add in some time-puzzles in the game, knowing that there's a bloodlusting creep stalking you and getting closer and closer...MHUHAHAHAHAAAAAAAAARRGH!

Music and sound also adds a great suspense to the game. For instance, if you have soft and calming music, then the player feels at home, but suddenly......THUNDER.....HOWLING....SCREAMS...

Also, play with day and night time. During the day you could have some other NPC's that tell you bits and pieces of the story, and at night you should make the player feel as if he's al.....ALONE....

Another thing to consider is the ending of your game. Most bizar and scary scenario's have a creepy end. What I mean is: let the player live at the end and kill the monster, but finish with a movie that shows that the evil is only just beginning.....WHAHAHAHAAAAAA.....I'M COMING TO GET YOU....!!!!!

Slayer rules!!! Yeaaah, man!
Dared1111
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Posted: 17th Jan 2010 22:37
I saw Daybreakers the other day (I'll not give away the plot). The film managed to lull you into a false sense of security, and then abused that security. The film also had no music when it was going to make you jump (as one can anticipate the climax of horror music). But, best of all, it abused that it knew you knew when it would make you jump, as you could point at the scream and whisper "now... Nnnoww." and you'd still jump.

However, while in the cinema, I also saw the trailer for The Crazies, and realized how creepy it is when the helpless are abused (the trailer shows a scene where a man with a pitchfork kills people who are strapped to beds, as they squirm, emphasizing their hopelessness), which is definitely more psychological than causing synapse misfire.

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Libervurto
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Posted: 21st Jan 2010 09:18
Quote: "I think you should add in some time-puzzles in the game, knowing that there's a bloodlusting creep stalking you and getting closer and closer...MHUHAHAHAHAAAAAAAAARRGH!"

Not a horror game, but in The Warriors [R*] there's a bit where you are being chased by a gang of crazy guys with baseball bats and you have to get through a series of locked gates by picking the locks to escape. That was intense and so hard to concentrate. Something like that would be cool.

"With games, we create these elaborate worlds in our minds, and the computer is there to do the bookkeeping." - Will Wright
zeroSlave
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Posted: 28th Jan 2010 18:59
What about 'things' that you only catch glimpses of before they ran off around a corner up ahead. You don't get a good look at it, but you know it is big/low to the ground/hanging from the ceiling/etc. And the part that makes it worse, is that you need to go around that corner to get to the computer your partner told you about that will unlock the door you're needing to go through to finish the mission!

You finally use the computer to unlock the door and start your way back to it. When you get about 10 feet away, the 'LOCKED' indicator flashes. You get to the door and sure enough it is locked. Looking at the door, you realize you gotta go back and unlock it again. Wait... WHAT'S THAT SOUND BEHIND YOU!!!!!



Nothing. Just a pipe that started pouring out steam. Pheww.. You make the voyage back, use the computer to unlock the door, and start heading back. But when you turn around... your partner drops from a hole in the ceiling missing his jaw, screams at you, then runs from you back out the way you came!!!!

You finally work your way back to the unlocked door and your partner is on the other side waiting for you. When he sees you, he says, "Man! You're okay!! I heard some pretty awful noises coming from in there. Did you see anything?"


I thought 'The Thing' was one of the scarier movies I have seen. Being isolated with a group of people and any one of them could be a monster... and they think the same thing about you...

Also, kind of like the Blair Witch Project, never seeing the "monster" is almost scarier than seeing one. A monster in a person's imagination can sometimes be a lot more terrifying than the real thing. And never seeing it means you don't know what to look out for....

There's something in this room that makes you can't speak well.
Dared1111
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Posted: 28th Jan 2010 22:52
FEAR was scary without making you jump. It was disgust, perversion of usually pleasant things and psychological things and even the anticipation and fear of the resulting fear. In one section of FEAR: Perseus Mandate, the lights turn off and the door locks behind me. I won't tell spoilers, so I will just say that feeling trapped alone in the dark just makes what happens next worse.

On FEAR:Extraction Point -despite the fact that the monsters which suck you into a hole in the ground do nothing to make you jump- those monsters still scared me. It was anticipation that I would see they were hideous, that they intended to kill me, that they were savage and that most importantly -- there was no escape.

On Dead Space a man is seen smashing his head against glass until he dies. It is scary, but not as scary as the FEAR games. Why? I am not forced to confront this man. Although in other sections I am trapped, and can only expect to see a hideous creature which tries to kill me, while all that is left are narrow retreats, dust, darkness or some kind of objectives which means I must stay. In these ways I am trapped.

These points do require me to feel connected to the player. For example, there are Cutscenes in FEAR 2 in which I have no control over my character, even in mouselook. During such moments, I am able to sit back and tell myself that nothing will scare me because I am not immersed.

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heyufool1
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Posted: 29th Jan 2010 02:03 Edited at: 29th Jan 2010 02:04
Well first I would like to point out a difference between Horror and Surprise for people seem to get this confused. Horror is to me something that sticks with you and truly makes you uneasy whereas surprise is a quick event that makes the user crap their pants (hopefully not literally). So something to me that is horror is Michael Meyers in Halloween. When I was a kid it scared me so much that I actually was afraid to close my eyes when in my room sleeping because of the fear that Meyers would be in my closet. But something that is surprising is something like flashing lights and loud noises, so pretty much any horror game ever made.

Now on that note the only thing that I ever found to be scary is something that is actually possible. So things like an apocalypse, a really smart killer (not mutated or anything just smart and devious), war, and natural disasters. So when you think of something to be in a game use something that is realistic rather then fake, because if you choose fake then you will shock the user for a second or two, but if you use something that is realistic it will have a lasting effect. Sounds kinda twisted when I read this out loud lol

"So hold your head up high and know, it's not the end of the road"
The Slayer
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Posted: 29th Jan 2010 13:37
Quote: "When I was a kid it scared me so much that I actually was afraid to close my eyes when in my room sleeping"


Yeah, I know what you mean. I remember the first thriller/horror movie I've seen (I was only 12). It was Salem's Lot. It was about vampires, and there was a scene where a friend of the main character was bitten, and during the night he returned to his friends house and scratched with his sharp nails on the window. That sound, and the fact that it happend at night, was so frightning, that I could'nt sleep that night.

Movies like SAW, are psycological scary and because it could really happen, it is so much more frightning and scary.

I also rembember one day that I've mixed beer and wine. I was'nt drunk at all, but (it's an old saying) the order in which you drink beer or wine, has some influence on your brain. That evening there was Bram Stokers' Dracula on TV, so thereafter I went to bed, but I could'nt get to sleep. Wherever I looked, I saw flashes of creepy eyes and skulls rapidly coming closer to me, and it did'nt go away, so I went downstairs to ease my thoughts and smoke a couple of sigarets. I went back up, but the whole creepy scenario repeated itself. So, finally I fell asleep in the couch downstairs with the lights on. During the following four years, I did'nt drink ANY alcohol!
Maybe it was the order of beer and wine, or maybe it was the movie, or a combination of both. Who knows???

Slayer rules!!! Yeaaah, man!

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