|
(05-12-2012, 11:58 AM)
|
10 Ways to Evolve Horror Games
#1
Frictional Games' Thomas Grip posted an interesting bit about horror in games on the company blog: http://frictionalgames.blogspot.de/2...ror-games.html
I usually wouldn't make a thread for a simple blog post, but these guys have earned their voice. Now that Team Silent is gone, they're probably the best we have working in horror games right now.
Quote:
Quote:
Quote:
Quote:
|
|
|
|
Member
(05-12-2012, 12:03 PM)
|
#2
One problem I have with the horror genre in general is that when I play a horror game or watch a horror movie, I expect to get scared and am then more critical of what I'm consuming. I already have my guard up for things like jump scares so they have less of an effect on me than if the same thing happened in a non horror genre.
|
|
Member
(05-12-2012, 12:05 PM)
|
#3
As you said, they've got the credentials. I don't play many horror games, but the psychology behind their design fascinates me. It is literally designer vs. player, as the game tries to evoke a fear response as many times as possible without losing its edge over the course of play.
|
|
(05-12-2012, 12:08 PM)
|
#4
Lots of good ideas that I agree with.
Curiously enough, I think (the first) Portal is just a few steps away from being horror. It created a standard "game" environment and then slowly subverted it. Or imagine a Silent Hill game where the world is actually all normal on the surface, but the player is free to explore and the discovery of the Otherworld is totally up to him. Anyway, can't wait to see Frictional's next game. I hope they explore some of these concepts. |
|
Member
(05-12-2012, 12:15 PM)
|
#7
This is almost a manifesto. A bit strict, but one that diligent horror game designers should stick by.
But a game that had a lot of combat and is still one of the scariest games is Condemned: Criminal Origins. Although it does lose the immediate horror when you're beating up hobos, but their realistic animations were kind of startling. |
|
Member
(05-12-2012, 12:19 PM)
|
#8
After reading the list, I:
- agree with 1 and 2 (thought taking a dig at the way SH2 handles things is absurd) - think 3 is too limited in potential to including in a list like this. This is supposed to be a list about how to "evolve" horror games, and if every game did this, it wouldn't be effective. Yes, it works in Penumbra, but I don't want all my horror games to be like that. - agree with 4 but warn against an extreme interpretation of the "rule." Let's do a quick little poll and see how many people thought Shattered Memories and its complete lack of combat was a better choice than the original. (No, I do not think Amnesia is the most perfect horror game ever made, either.) - agree with 5, and I don't see how anyone could disagree with it - find 6 baffling and don't really agree. Neither of Fricional's games are really open-ended in this way, either. - roll my eyes at 7, which is just a thinly-veiled "cutscenes are the devil" commentary which I totally disagree with. - agree with 8. The Suffering (the original) does this to great effect. Some of the things I did in that game I will remember forever. - sort of agree with 9. I think making horror seem almost plausible, or tying it into the real world (look at the creature designs in the film Jacob's Ladder, for example), pays big time. - totally agree with 10. Silent Hill, at its best (first 4 games), does this well. I have to admit that, despite loving both Penumbra and Amnesia, I'm pretty sick of hearing about Frictional like they're Horror Jesus. I wouldn't want all my horror games designed by them, especially after reading over this list. Condemned is one of the scariest games I've ever played. I don't agree that the combat removes any of the fear, either. The combat in Condemned is personal (because it's hand-to-hand for the most part) and brutal, and that ties in with what makes the game scary. Condemned evokes some of the most primal fears in the possible human experience: up-close, life-or-death combat with a dangerous, crazed, and plausible enemy.
Last edited by Night_Trekker; 05-12-2012 at 12:31 PM.
|
|
Member
(05-12-2012, 12:19 PM)
|
#9
Randomization is a pretty big component if you want horror. Along with atmosphere that actually feels like it has some underlying depth rather than just cheap "jump" scares which should be used conservatively.
Cut-scenes are horror poison unless they are somewhat interactive, or if they are literally short transitional scenes which lead directly into the gameplay but even then they have to be directed well (the Licker scene in RE2 is a great example). Generally they shouldn't be there unless they are well-directed and enhance the horror, since story exposition can be performed in the gameplay itself, which can often be more foreboding. Some cut-scenes in RE1 (Zombie intro, door Zombie, Hunter) were well-done because they were sudden and threw you straight into "shit is getting real" territory.
Last edited by News Bot; 05-12-2012 at 12:23 PM.
|
|
Member
(05-12-2012, 12:29 PM)
|
#10
Any blanket statement about the proper use of cutscenes is bound to be wrong. Laying out a set of general rules is fine, but part of artistry is deciding when you can effectively break rules to positive effect. Great games do this often, as do great films and works of literature. |
|
Member
(05-12-2012, 12:36 PM)
|
#11
|
|
Jealous Bastard
(05-12-2012, 12:38 PM)
|
#13
agree with almost everything here, especially DOUBT, which i think is another way of discussing CONFUSION. confusion, i think, is the horror sine qua non, the moment before something horrible happens when you're just totally baffled and turned around, trying to understand what's happening and why it's happening and oh god what is that. you know what i mean? confusion is terrifying.
|
|
(05-12-2012, 12:38 PM)
|
#14
Quote:
What personally bothers the hell out of me is cutscenes announcing monsters. Nothing worse than a creature being "spoiled" instead of letting the player encounter it himself. |
|
Member
(05-12-2012, 12:44 PM)
|
#15
Yes and no. Variance in the camera (some fixed, some controlled, some behind-back etc) depending on the situation and context is key, in my opinion. The horror-focused version of RE4 was actually going to do this and would vary the aiming style between old-school and third-person depending on the situation. Looked very good.
|
|
(05-12-2012, 01:04 PM)
|
#16
His quote about combat and the mere presence of combat mechanics being something comforting to players is so true, I kept nodding while reading that paragraph.
Helplessness is terrifying.
Last edited by Haunted; 05-12-2012 at 01:07 PM.
|
|
Jealous Bastard
(05-12-2012, 01:10 PM)
|
#19
i need to go to the tech help thread in the off-topic and get someone to guide me through the process of turning my computer into something capable of allowing me to play this game. |
|
Member
(05-12-2012, 01:19 PM)
|
#20
Portal is a great template for how a horror title could unfold. The first game I see as that rare beast - in any medium - the thriller that balances both a sense of horror and comedy perfectly without cheating (love the atmosphere of the empty rooms and corridors of Apparture Science once you get to finally roam them). As for the article pretty good points. Personally I think one of the biggest challenges is that true horror (i.e. not thriller) does require a lot of helplesness, doubt and fear and for the protagonist to be on the defensive pretty much the whole time until the resolution. This I think pushes against most typical game mechanics, particularly combat and progression of difficulty, and really challenges the average game designer. I'd love to see more pure horror titles - even though I think the true audience for them is smaller than action thriller's with horror overtones - but I think most developers find themselves trying to keep the horror while findng a magic way to increase combat and gameplay and "fun" (certainly Silent Hill has been plagued by this for ages) and I just don't think there is a magic way to accomplish this - you're either aiming for horror or you're not. Amnesia, Silent Hill 2 and Fatal Frame (amongst a few others) for me are titles that have come the closest to matching horror in other mediums and I'd like to have more of that experience. I would argue though that you'd don't need traditional supernatural elements though. Although overall structured as a thriller there are a number of moments in Heavy Rain, for example, that are pure horror in the vein of Red Dragon, Silence of the Lambs and Seven and that's anotherr angle I'd like to see more of as well. |
|
Member
(05-12-2012, 01:31 PM)
|
#21
remembered me of this article on cracked.com
http://www.cracked.com/blog/the-6-gr...r-get-to-play/ the first three entries are really interesting,and will make for good horror games. |
|
(05-12-2012, 01:38 PM)
|
#22
Quote:
Lovecraft + Silent Hill + Majora's Mask + Twin Peaks + Deadly Premonition + Flower, Sun and Rain |
|
Member
(05-12-2012, 01:40 PM)
|
#23
One thing missing from this list is something horror games should be doing, but only Heavy Rain has attempted yet.
Multiple fail states and "living" with the consequences in the playthrough. If one partner (or npc) dies, you just have to struggle through without them, see how the story turns out. HR could have been awesome as a true horror game, and "the taxidermist" dlc episode showed some promise there. |
|
Member
(05-12-2012, 02:22 PM)
|
#24
It might be more because it's so fresh in my mind, but the game I feel pulled off the Doubt thing the most successfully was Catherine. Shortly after Chapter 7, the sudden moment when Vincent starts to doubt everything and wonder just what on earth is going on was really well executed, in my opinion. It didn't last for very long or have a tremendous payoff, but the moment when they wanted you to start doubting everything was done well.
I can agree with many of these points, but, at the same time, I also remain skeptical of these being standards in evolving horror as a whole. I would imagine some of these points (like the minimal horror throughout an entire game in favor of a 3 hour model) would become extremely predictable or boring after the second or third game that followed such a model. Of course, there is always going to be variety, but I would hate to see a large number of game devs agree that, "yes, this framework for pacing and percentage of X content is the most amiable for this type of game." Personally, I feel points 7, 8, and 9 are the ones that currently need the biggest push in the genre. They're the more universal of the points I feel could be better adapted to most horror titles, and something that wouldn't necessarily shift the way the game plays to give it an experience that resonates more and longer with the player. Part of the reason that SH2 became my favorite horror title was because it had something there to chew on after I had finished the game. It left me thinking about it for days and weeks and years after finishing it in its entirety. How long have I thought about Condemned? A few hours after I finished playing it. There just wasn't anything of substance left for me to dwell on or want to be invested in playing it again, and that's something I've yet to truly find in another horror series (well, at least not to the degree that SH does it). |
|
Member
(05-12-2012, 02:34 PM)
|
#25
I think what works so well nowadays, in our age of YouTube videos and easy internet access, is horror games that invoke a metagame of sorts. Whether it's as direct as DayZ and its playerbase of paranoid hoarders and maniacal bandits, as much as war with each other as the zombies; or Amnesia, a game which probably owes a lot of its success to everyone filming themselves playing and creating a game of "who can shit their pants the least?" that suddenly made being scared the "point" again.
Left 4 Dead mastered the zombie game, but Valve aimed to do exactly that- horror was never their primary goal. And yet, that model of game comes so close to being horror's saviour. It's not enough to be scared by yourself any more- people need to know that their in-game fears are real, and to do that other people need to fear them as well. Which, in turn, should lead to horror games using newer, more effective ways of scaring people. The methods mentioned in the OP are key here; combat can be avoided smartly if you reinforce a false sense of empowerment via grouping, and losing a man who was important to the team is all the more frightening than popping your own clogs. You need to need things, and nothing is valued than a good teammate. It's a shame Resident Evil 5 happened, because if one of horror's earliest prominent forays into multiplayer hadn't been so pointless- taking somewhat tired mechanics and breaking them apart via the lens of two people- people might be less apprehensive about getting spooked with their mates. Because that's the way things need to be- hell, there's a reason horror movies are good for dates, horror is made for two or more.
Last edited by Hot Coldman; 05-12-2012 at 02:37 PM.
|
|
Member
(05-12-2012, 02:48 PM)
|
#27
But doing this for every creature would be a mistake, though. I agree. (I do not agree with the quote you... er, quoted, though. That's a common stance from people who are anti-cutscene, and the argument behind it is usually something like, "Movies are about watching passively, not games. A game shouldn't be like a movie." But that's wrong, for a variety of reasons I'll go into if I must.)
Siren (the PS2 games, I can't speak for the PS3 remake) handles this balance between combat and helplessness well by allowing you to fight but making combat something you want to avoid if at all possible. Both Siren and Silent Hill make guns work by making you a normal person, not a crackshot, who needs light and a close proximity to hit a target. That's why the combat is "clunky" in many horror games. (I'm constantly annoyed at people who think that's a design "mistake." It's a choice made for a reason.) And, again, these rules can be totally broken in a game like The Suffering, which hands you loads of weapons but still remains scary. You absolutely do need to play Amnesia (and I think everyone who likes horror should play the Penumbra games, too.) I'm annoyed at how it's praised as the BEST HORROR GAME EVER, but it is quite good. FWIW, I think Penumbra is a lot more interesting, but Amnesia is a more polished experience.
Last edited by Night_Trekker; 05-12-2012 at 02:55 PM.
|
|
(05-12-2012, 02:52 PM)
|
#28
Quote:
The missions with the sniper and the teacher were all pretty fun though. Much more enjoyable than whacking a poker around. |
|
Member
(05-12-2012, 02:56 PM)
|
#29
Quote:
Last edited by Night_Trekker; 05-12-2012 at 03:00 PM.
|
|
Short bus special
(05-12-2012, 03:18 PM)
|
#31
They do bring up some really good points.
But I think they should learn some aswell. Specially when it comes to writing. Both Penumbra and Amnesia suffer from the same problem. A part which turns it into complete shit. Mostly due to the writing. This was really apperant in Penumbra 2. Decently early game spoilers here. First part of the game was so tense and scary. Then you got a wisecracking, disembodied voice in your head that keeps cracking jokes. Urk. |
|
(05-12-2012, 03:23 PM)
|
#32
|
|
Member
(05-12-2012, 03:24 PM)
|
#33
|
|
(05-12-2012, 03:35 PM)
|
#34
|
|
Member
(05-12-2012, 03:38 PM)
|
#35
The problem with Amnesia, and really the horror genre in general, is that it goes against pretty much everything console games stand for today. Developers wanna make players feel empowered and ready to confront enemies and feel badass. They want their games to be accessible so players will actually be able to beat them. Horror games are built on pretty much the opposite emotions.
Basically all I want really is just the philosophy behind Silent Hill 2, but with a modern camera and control scheme. The other problem with Amnesia in particular is that it never lets up, ever. It goes between intense and really fucking intense. The game should be letting up every now and again on its own - you shouldn't have to take your own breaks every 15 minutes. |
|
(05-12-2012, 03:38 PM)
|
#36
|
|
(05-12-2012, 03:39 PM)
|
#37
|
|
(05-12-2012, 03:40 PM)
|
#38
|
|
(05-12-2012, 03:54 PM)
|
#42
Well, the argument is not that it doesn't work any other way (Amnesia itself relies on an unfamiliar/unusual setting), but that "normality" is something that's underutilised in horror games, which is certainly true.
|
|
Member
(05-12-2012, 03:57 PM)
|
#43
|
|
Member
(05-12-2012, 04:02 PM)
|
#44
So are a lot of things, though, I'm not sure normalcy needs to be singled out. Why not try and make games that aren't mostly haunted house rides? How many of these games try and build on interpersonal conflict the way even bad horror films do?
|
|
Member
(05-12-2012, 04:02 PM)
|
#45
But, yes, they are more focused on evading assailants. Clock Tower 3 is based heavily on triggering events, while Haunting Ground has the assailants actively investigating the large number of rooms in your environments. That's not to say it's without triggered events, but it feels far more organic. |
|
(05-12-2012, 04:14 PM)
|
#47
And Frictional themselves certainly aren't doing haunted house rides, he also touches on that human and human interaction element in his other points (8 and 10 in particular). But this list of possible improvements isn't exhaustive, not is it meant to be. |
|
Member
(05-12-2012, 04:30 PM)
|
#48
I agree that unconventional settings can work. I took it as one possible good idea. If you see it from the point of view that what they suggest in 1 can work and we need more games trying that, rather than being the only way then it is not a bad idea.
Last edited by Reuenthal; 05-12-2012 at 04:32 PM.
|
|
(05-12-2012, 04:31 PM)
|
#49
Certainly not exactly like you described it, but the feeling of "there's something very wrong here" is basically constant in that game while you explore that town. Here's a disgustingly good RPS analysis of the game, fascinating to read. |
|
(05-12-2012, 07:41 PM)
|
#50
|