Pussycat669
Liturgist
I can feel another breeze of death whirling through this forum. Let's see if a thread can reanimate it again for a bit by collecting notes about horror effects in video games.
I’ll write about concrete in-games situations specifically, so there won't be any involvement of complicated psychological studies, comparisons to books or movies and other fuel for intellectual trash talk. I'll also try to keep it as straightforward as possible and split the examples into three overarching threat stages that should be well established and general enough to get something out of it.
Stage 1: There is a monster in the closet
There is an indication of danger although it might not be apparent at the time. It comes with the undeniably knowledge that something bad is going to happen soon. Most commonly used techniques at this stage are noises. Scratching and pounding at the door, screams, footsteps but there are other alternatives.
What can be very effective at this point is to take away the feeling of safety. The ways to do it are:
Reducing the space to manoeuvre
Example (Alone in the Dark): The player enters a dinner hall and must realize that there are several zombies sitting at the table, waiting for a meal. As she's about to back away, the door behind her suddenly falls shut and can't be opened again. She only got a limited amount of time to find a way out before the first zombie stands up from his chair.
Using the player's confidence against him
Example (Cold Fear): There is an armory in the first half of the game that the player can frequently visit to resupply. At a later stage, if the player tries to return to get ammo for the final act of this chapter, there is an explosion and the protagonist is almost hit and killed by the door leading to said armory. A bruise and a ton of debris is all that remains. The player is on her own again. It could be argued that this scene is clearly a shock momentum which would belong to stage 2 below but I was more thinking of the uncertainty/insecurity that this situation produces. For the player, the explosion happens at a random stage of the game and she can't be sure (depending on how often she frequented the armory) at what point this catastrophe is supposed to be happening. Does she have enough ammo for the rest of this level? What if this will happen again later or, even worse, that there won't be another armory? It’s an healthy mix of broken trust and unanswered questions.
The losing battle approach
Example (It came from the Desert): The player finds himself in a spiral of failure or ever decreasing odds to win. In this example, she is confronted with an invasion of giant ants that start to attack more and more frequently. She won't succeed by simply fending them off but doing anything else will sooner or later result with the ants destroying the neighbourhood and therefore cutting her off from much needed supplies.
Stage 2: The monster jumps out of the closet
This is the climax that may or may not follow stage 1. Either the monster appears or there is just a loud bang. Although I don't believe that a direct a confrontation should (or can) be the highpoint of a good horror moment (for me they always boil down to either a dull exchange of blows or following some strict set-in-stone patterns) there are some ways to spice up a battle between the player and creatures of unspeakable somethingness. The element of surprise can be very efficient to create the right mood, repulsive visuals or sound effects. At this stage the scenes work first and foremost with shock effects. It is unlikely that they will work more than once or twice and the potential fear it creates wears off rather quickly (in case your nerves aren't made out of glass). Frankly, I got a hard time to find an example that would stand out since I'm jumpy in general so such things always work for me (ignoring if there's a quality to it). Alone in the Dark was again a pioneer on this field as far as I know. It included creatures that would suddenly burst through windows (even multiple times) and invincible enemies. Like the ghost in the library or a giant worm beneath the house. I can't think of any particular moment in my experience as a gamer that truly sticks in my mind though.
Stage 3: You are the closet
Yeah, yeah it's the 'enemy within' thing again. The premise may vary and can range from mind possession and curses to psychological/biological problems of the protagonist maybe even simple starvation. It is the most drastic approach to make the player feel that she’s loosing control since her avatar is directly affected without (or at least only indirect) involvement of outside threats. This has also its downside however. Most noticeable is the danger of loosing the possibility to make conscious decisions within the game which in return may hurt interactivity. This is often ignored by either making the ‘kink’ of the character unnoticeable in gameplay terms (take Manhunt 2 as an example where your protagonist suffers under multiple personality disorder. No matter if you are his good or evil personality the game will play exactly the same) or part of the great scheme on which the player has no influence (another person that is torn between his good and bad side is Torque from The Suffering 2. In his game however the second personality is handled as the main villain and is therefore untouchable until the end). Both strategies are completely non interactive and boring from my point of view. The first cautious step into the more entertaining direction is to slightly hamper or alter the perception and controls of the player character and therefore force her to adapt to the new situation. Call of Cthulhu featured some (albeit rare) highlights. Escaping over the rooftop of a rundown hotel while under constant fire and fighting vertigo at the same time can add fun and challenge to a horror game without destroying atmosphere.
Lastly there is the ‘Hulk Syndrome’ meaning that one or several formerly productive units (which could be anything. Items, weapons, player characters) belonging to the player are corrupted and set against her. Much like it was practised in Baldur’s Gate 2.
Your PC would turn into a demon at one point that aimlessly attacks anything in range. While you want to keep your NPCs alive you also don’t want to kill your own character since this would mean a game over. A very unpleasant situation and more tied in into the narrative than a PC that is randomly bewitched during combat.
Anything good that I’ve missed?
I’ll write about concrete in-games situations specifically, so there won't be any involvement of complicated psychological studies, comparisons to books or movies and other fuel for intellectual trash talk. I'll also try to keep it as straightforward as possible and split the examples into three overarching threat stages that should be well established and general enough to get something out of it.
Stage 1: There is a monster in the closet
There is an indication of danger although it might not be apparent at the time. It comes with the undeniably knowledge that something bad is going to happen soon. Most commonly used techniques at this stage are noises. Scratching and pounding at the door, screams, footsteps but there are other alternatives.
What can be very effective at this point is to take away the feeling of safety. The ways to do it are:
Reducing the space to manoeuvre
Example (Alone in the Dark): The player enters a dinner hall and must realize that there are several zombies sitting at the table, waiting for a meal. As she's about to back away, the door behind her suddenly falls shut and can't be opened again. She only got a limited amount of time to find a way out before the first zombie stands up from his chair.
Using the player's confidence against him
Example (Cold Fear): There is an armory in the first half of the game that the player can frequently visit to resupply. At a later stage, if the player tries to return to get ammo for the final act of this chapter, there is an explosion and the protagonist is almost hit and killed by the door leading to said armory. A bruise and a ton of debris is all that remains. The player is on her own again. It could be argued that this scene is clearly a shock momentum which would belong to stage 2 below but I was more thinking of the uncertainty/insecurity that this situation produces. For the player, the explosion happens at a random stage of the game and she can't be sure (depending on how often she frequented the armory) at what point this catastrophe is supposed to be happening. Does she have enough ammo for the rest of this level? What if this will happen again later or, even worse, that there won't be another armory? It’s an healthy mix of broken trust and unanswered questions.
The losing battle approach
Example (It came from the Desert): The player finds himself in a spiral of failure or ever decreasing odds to win. In this example, she is confronted with an invasion of giant ants that start to attack more and more frequently. She won't succeed by simply fending them off but doing anything else will sooner or later result with the ants destroying the neighbourhood and therefore cutting her off from much needed supplies.
Stage 2: The monster jumps out of the closet
This is the climax that may or may not follow stage 1. Either the monster appears or there is just a loud bang. Although I don't believe that a direct a confrontation should (or can) be the highpoint of a good horror moment (for me they always boil down to either a dull exchange of blows or following some strict set-in-stone patterns) there are some ways to spice up a battle between the player and creatures of unspeakable somethingness. The element of surprise can be very efficient to create the right mood, repulsive visuals or sound effects. At this stage the scenes work first and foremost with shock effects. It is unlikely that they will work more than once or twice and the potential fear it creates wears off rather quickly (in case your nerves aren't made out of glass). Frankly, I got a hard time to find an example that would stand out since I'm jumpy in general so such things always work for me (ignoring if there's a quality to it). Alone in the Dark was again a pioneer on this field as far as I know. It included creatures that would suddenly burst through windows (even multiple times) and invincible enemies. Like the ghost in the library or a giant worm beneath the house. I can't think of any particular moment in my experience as a gamer that truly sticks in my mind though.
Stage 3: You are the closet
Yeah, yeah it's the 'enemy within' thing again. The premise may vary and can range from mind possession and curses to psychological/biological problems of the protagonist maybe even simple starvation. It is the most drastic approach to make the player feel that she’s loosing control since her avatar is directly affected without (or at least only indirect) involvement of outside threats. This has also its downside however. Most noticeable is the danger of loosing the possibility to make conscious decisions within the game which in return may hurt interactivity. This is often ignored by either making the ‘kink’ of the character unnoticeable in gameplay terms (take Manhunt 2 as an example where your protagonist suffers under multiple personality disorder. No matter if you are his good or evil personality the game will play exactly the same) or part of the great scheme on which the player has no influence (another person that is torn between his good and bad side is Torque from The Suffering 2. In his game however the second personality is handled as the main villain and is therefore untouchable until the end). Both strategies are completely non interactive and boring from my point of view. The first cautious step into the more entertaining direction is to slightly hamper or alter the perception and controls of the player character and therefore force her to adapt to the new situation. Call of Cthulhu featured some (albeit rare) highlights. Escaping over the rooftop of a rundown hotel while under constant fire and fighting vertigo at the same time can add fun and challenge to a horror game without destroying atmosphere.
Lastly there is the ‘Hulk Syndrome’ meaning that one or several formerly productive units (which could be anything. Items, weapons, player characters) belonging to the player are corrupted and set against her. Much like it was practised in Baldur’s Gate 2.
Your PC would turn into a demon at one point that aimlessly attacks anything in range. While you want to keep your NPCs alive you also don’t want to kill your own character since this would mean a game over. A very unpleasant situation and more tied in into the narrative than a PC that is randomly bewitched during combat.
Anything good that I’ve missed?