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Game Design Theory / Horror Game Ideas???

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BadKarma
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Joined: 2nd Sep 2012
Location: The Old Gein Farm
Posted: 6th Sep 2012 03:35
I believe the best way to create the best horror game is to simply ask those who would play it, the community. I would like to hear some ideas for what you believe would be hands-down the scariest modern-day FPS horror game ever created.
-What type(s) of character(s) scare the living s**t out of you?
-Single player or multiplayer (perhaps having player 1 play the protagonist and player 2 the antagonist)
-Would you use one antagonist or several?
-What type of a story line draws players in, keeps you interested and most importantly causes nightmares even after you're done playing for the night?
-What would the objectives be to keep with the story line?

I have heard a lot of people talk about how scary Slender is, when in reality it has no story line. It is simply a protagonist in the woods(God knows why) who is only kept their with a fence when in reality could easily be jumped, trying to find notes that lead nowhere, all while trying to avoid an antagonist with a good back-story.

How could you implement these types of scare tactics into a game with a legitimate story line, well detailed graphics and clear reasons for completing objectives?

I know you (the community) can work your magic on offering ideas to create the ULTIMATE horror game. And I assure you, it will be the best!

Thanks guys,
Mr Kohlenstoff
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Location: Germany
Posted: 6th Sep 2012 19:04
Interesting question.

I guess an important aspect is a good mixture of surprise (i.e. shock) and anticipation. Surprises are probably the actual scary part of most horror games or movies (unless they're more "psychological" so to say, such as David Lynch's movies or Donnie Darko, which mostly don't contain any "jump moments", just this scary sort of atmosphere), including the slender man you mentioned. Anticipation might seem to counteract those surprise moments at first, but I'm pretty sure in certain situations it pays off. As a good example, there is a game somewhat similar to Slender which is called SCP-087. All you do in this game is walking down stairs, and you know that you are going to die sooner or later. You just don't know when and how - there are actually very few shock moments, the game mostly works due to the player's anticipation of what might be going to happen.

In Half Life 2 (minor spoilers ahead) there was the Ravenholm-level. A dark town full of zombies. At one point the fast zombies are introduced. They are able to run, jump and climb, they are very unpredictable and suddenly your initial supremacy over the dumb, sort of immobile zombies is gone. The scene I'm refering to can be seen in this video:
https://www.youtube.com/watch?v=fWN-GvixIto beginning at 2:30, but the best moment imho starts at 4:50. You just know, as soon as you call this elevator the zombies will come, then you start hearing them climb up the water pipes, and all you can do is wait for them, constantly aiming at the door.
(Spoilers are over)


Apart from that, sound is certainly highly important.
A friend of mine made a game for Ludum Dare a few weeks ago - it's really small, the gameplay is rather bland and the game lacks polishing, but what he did accomplish was a really good atmosphere due to good use of sound. (Link) It just gives you this creepy feeling of absolute isolation and hopelessness.

Another effective method is causing panic in the player. As far as I know, when the slender man sees you you have to run away quickly since you die otherwise. I think it would work even better if you didn't just loose the game, but the slender man actually followed you. This panic-escape-reaction is used rather frequently in Amnesia, as far as I remember. (Haven't really played either of those games tbh)


Quote: "What type(s) of character(s) scare the living s**t out of you?"


Hard to say. Mostly humanoid ones I guess, which includes zombies, ghosts and actual humans.

Quote: "Single player or multiplayer (perhaps having player 1 play the protagonist and player 2 the antagonist)"


I haven't heared of any actually scary multiplayer title. And I don't really know how you'd do that. Might be an interesting experiment, but SP seems to work quite well for horror games.

Quote: "Would you use one antagonist or several?"


That *highly* depends on what kind of game you're making. No general answer to that. Using just one, as in Slender, can work well, but so does the presense of multiple antagonists. Using just one could of course be a more personal solution and a way to further immerse the player by building some kind of relationship. For instance, the player could be a man who's haunted by his crazy dead ex-wife or something.

Quote: "What type of a story line draws players in, keeps you interested and most importantly causes nightmares even after you're done playing for the night?"


What keeps me personally interested is mostly the use of interesting characters. This could be realized by a huge transformation of the protagonist, a deep relationship between protagonist and antagonist, or simply (preferably unpredictable) antagonists who communicate with the player and reveal their motivation. But there are surely many more ways to achieve that.
About nightmares... well, I guess the game just has to be really immersive. As soon as I actually identify with the player, the scares stop to be a mere form of entertainment (as in Paranormal Activity, I thought it was pretty scary, but as soon as I went out of cinema the experience was over) and have actual effects on me.

Quote: "What would the objectives be to keep with the story line?"


Nothing in particular. There are endless possibilities. Survive would be one, obviously. But it might be interesting to invert this premise and make dying an objective instead. However, surviving probably works pretty well since people can identify with that goal and it allows them to rely on their instincts without overthinking their actions.

BadKarma
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Posted: 8th Sep 2012 04:35
WOW! Excellent reply and I will definitely take you advise to heart. I will be shooting you an email(if you don't mind) of an idea for my work in progress.

Thanks again...
Mr Kohlenstoff
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Location: Germany
Posted: 9th Sep 2012 12:57 Edited at: 9th Sep 2012 13:03
Your email has been answered.

I just thought about scary (or maybe "just" thrilling) movie scenes, and came up with a few that I personally consider good.

1. The weathertop-scene from lord of the rings
https://www.youtube.com/watch?v=dpe6oH2jZjM

2. The build-up for the troll-encounter in moria from the same movie:
https://www.youtube.com/watch?v=TofMWRNYDwo (actually I'm refering to the minute or so afterwards, when they start to hear the drums and prepare for whatever may be going to attack them)

3. This scene from Mulholland Drive:
https://www.youtube.com/watch?v=a_Y6uQAU42M

4. Not exactly scary, but might be interesting for you. From the spanish movie The Orphanage (huge spoilers ahead):


5. Also from The Orphanage, this scene:
https://www.youtube.com/watch?v=CL3nIK2i4oo

6. Several scenes from Room 1408

7. The pale man from Pan's Lanyrinth
https://www.youtube.com/watch?v=1VEp1qeITow

And, as I already wrote in the email, when it comes to games The Suffering comes to mind. Also, FEAR had some scary moments obviously, but I personally was a bit underwhelmed and liked the combat-gameplay much more. I mean, scary little girls might have been scary in The Ring, but in FEAR it didn't really work out for me.


Edit: There's another movie I wanted to mention, but I can't remember the name. It was a spanish one as far as I remember, about a family moving to a new house. They begin to hear strange noises and all that, and finally realize that when they take photos or videos inside the house, ghosts become visible on that footage. During the climax of the film the protagonist runs around the house with a video camera and tries to flee from the ghosts while only being able to see them on the little screen.
I watched that film a few years back, but as far as I remember it was really well made. Maybe somebody here knows what movie I'm talking about.

maho76
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Posted: 10th Sep 2012 16:20 Edited at: 10th Sep 2012 16:23
"the scariest monster is the one you never see before its too late." ridley scott about alien.

"the most brutal thing for me is inner flesh horror. maggots under the skin, insects in your brain etc. that scares me most because you cant fight these with any sort of common weapons." h.r. giger about the chestburster-idea

"humans are scared on only 1 major thing: what they dont understand." clive barker

for me the most scariest monster is human with unhuman behavior.

questions about multiplayer and type of monsters is a hint that you are thinking of action-titles with monsters (zombies) and some shockers, but this is NOT horror, its action (watch alien 1 and compare to alien(s) 2).

horror is not about any sort of monsters, its about creating a special mood in the audience, mainly given through sounds and the right way of building up suspence in the story/gameplay. means that the player has to start on a common friendly ground, then push him down the spiral.

what helps is to NOT give the character a chance to fight his fear, like amnesia did in giving no practical weapons. another way is to use humans nature as a gregarious animal. first give him a community, friends, team... then rip them away when suspense gets more intense.

antagonist: depends on the story you want to tell and what the protagonist is made of, not vice versa.

objectives: see clive barker quote. when you have no helper that can give you objectives, only you and your free will... really scary for most people.^^

story: there is no horror-story, cant be. horror is an element and mood inside/part of the story. define horror: to loose something of interest (life, girl, friend, family, mind, health, freedom). to loose something important you have to build up a relationship between player and that thing. if you only can read about a missing girlfriend before you press START, you are not gonna sucked into it while you will miss her and want to find her if her absence has an effect on your gameplay that you experienced WITH her.

think of a (boring simple) sample: 2048, 10 special troopers enter a moonbase wich lost contact to earth. nothing to find except blood, barricades and old breakfast. then it gets started, 10 little indians down to 1 (no help) > doors locked (no escape) > loose contact to homebase (no map, no communication) > no ammo after big heavy to kill monsters appeared searching for you (no control) > lights out (no overview anymore) ... INGAME!
compare to the case that you read this on the package as a pregame-intro... even if its totally the same, not that hard to see whats the bigger horror, isnt it?


you can identify a good horror very simple: when the horror starts, the player should not be interested in any type of story anymore, because he just wants to get out of this.^^

just some hints & thoughts, maybe its usefull for you.

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