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Why Horror Is Scarier With Weapons

HStallion

Now what's the next step in your master plan?
Speaking of things to add to the horror element of a scary game I'd love a game to do something like House of Cards novel. This is basically spoilery talk for the book so don't read any further if you want to value the mystery before reading it in the future.

Basically a game that mimics the house from the Navidson Record. Seemingly normal at first but slowly you come to realize day in and out or however long in the game time, but soon you realize something is off about your place. For one there is an unexplained door that leads to a closet between two rooms... except those rooms share a wall no more than 9 inches thick and its a 4 x 4 closet. The house is larger on the inside than it is when viewed from the outside.

Well of course more rooms to start to open up and then more rooms beyond them, then branching hallways with tons of doors and from them ball rooms or starecases that go for miles, and sometimes huge voids of space that look like they go on forever buy are just just met with more random nonsensical house design of the largest and most insane variety. Worse yet is that you have to keep a path of some sort because its a giant maze but worse it shifts about and changes on you if you aren't careful.

There is even more in the book itself about what's inside the house and what happens to the people who live there and explore. If you could make something like that into a game or even a totally different game that uses the same idea I'd buy several copies.
 
I also prefer it. Beats waiting for jumpscares.

I like many non-weapon horror games, but love the intensity of being tasked with doing something about it.

The
generator
scene in TLOU might be my fav scary scene of all time.
 

DocSeuss

Member
Speaking of things to add to the horror element of a scary game I'd love a game to do something like House of Cards novel. This is basically spoilery talk for the book so don't read any further if you want to value the mystery before reading it in the future.

Basically a game that mimics the house from the Navidson Record. Seemingly normal at first but slowly you come to realize day in and out or however long in the game time, but soon you realize something is off about your place. For one there is an unexplained door that leads to a closet between two rooms... except those rooms share a wall no more than 9 inches thick and its a 4 x 4 closet. The house is larger on the inside than it is when viewed from the outside.

Well of course more rooms to start to open up and then more rooms beyond them, then branching hallways with tons of doors and from them ball rooms or starecases that go for miles, and sometimes huge voids of space that look like they go on forever buy are just just met with more random nonsensical house design of the largest and most insane variety. Worse yet is that you have to keep a path of some sort because its a giant maze but worse it shifts about and changes on you if you aren't careful.

There is even more in the book itself about what's inside the house and what happens to the people who live there and explore. If you could make something like that into a game or even a totally different game that uses the same idea I'd buy several copies.

House of Leaves? There's a Duke Nukem 3D mod that kinda does this iirc. Obviously there are games like Antichamber and stuff as well.
 
I'm fine with either styles, both have their pros and cons.

For non combat, the knowledge that the game is designed for me not to fight back was a source of tension deterioration for Outlast, but NOT for Amnesia.

For combat, the knowledge that the game is designed that I HAVE to fight back was a source of tension deterioration for Silent Hill 3, but NOT Silent Hill 2 (SH3's enemies are poorly designed bullet sponges and the final boss is a bullet sponge)

I think my favorite execution of the "no defense" is FNAF, since the game EXPECTS you to defend yourself, but in the literal sense of the world as you can't fight, just defend. It's pretty freaking incredible.
 

ArjanN

Member
Combat adds an entirely new dynamic to horror games, and removing it makes the games suffer.

The day Frictional makes a horror game worth playing is the day they drop the terrible "no combat" formula.

Nah, you're wrong.

That's the equivalent of saying "movies without car chases suck". Just like not every movie need car chases, not every horror game needs combat.

The I have no weapons so there must be an escape route argument doesn't make a lot of sense to me. You could just as easily apply that sort of meta-logic to a game with combat in it.

There's plenty of room for different flavours of horror games.
 
Do any survival horror games do gun jamming like in Far Cry 2? That'd be an interesting mechanic to add a lot of tension and panic to combative horror games. I like when horror games give you defense other than hiding, yet make it weak enough so that you are always on edge.

As for the idea in the OP, I think that the first person non-combative survival horror genre is past its prime. At this point that genre is better for storytelling (e.g. SOMA) than actually scaring me. A happy middle between the Amnesia and Resident Evil 4 extremes would probably be where the genre would be at its best.
 

Blizzard

Banned
I dislike horror games in general, but I feel like horror is less scaried once you confront your fear, and having weapons means you must confront it.

The unknown is scarier. One way to tolerate a horror game is to make myself die to a monster, and then I know what's going to happen.
 
Horror is scarier when you don't have enough ammo for your weapons....

a la Dead Space.

You can absolutely manage your ammo well enough to not run out in Dead Space.

Especially since, you know, it's a fairly linear third person shooter at its core. You almost never get to run away or avoid things.
 

xevis

Banned
Action horror is its own subgenre and I love it. Aliens is a great film. Dead Space 2 is a great game. Nothing wrong with this at all.

Well, yes, but DS2 is not a scary game. It's a shlocky sci-fi action game with monsters jumping out of dark closets. DS2 has lots of weapons but I argue those actually reduce horror because they give you power over your tormentor. Once you're empowered the only way to horrify the player is through shock. But shocks are temporary and audiences build up a tolerance so you need bigger and bigger shocks and it's not long before you've gone from trying to survive against a single monster to taking on the Army of Darkness.

This is boring and inherently less scary than being in a situation where you have no control over your tormentor, only over your immediate environment. I feel Clock Tower does this really well.

Yes, that is exactly what I said in the video. Options are what make horror games interesting. Variety is the spice of good horror. However you want to say it. The argument here is that weaponless horror games tend to be samey and dull, and that weapons add options, but that there are other options to make a horror experience more interesting. Granted, I didn't push that last point a lot because I figured people would pick up on that from the video's conclusion and take it from there.

Well if your thesis is actually that horror games are more interesting with more options then we agree. But that seems a bit obvious. On the other hand if your thesis is that X (where X is a horror thing) is more scary with weapons than without, then we disagree.

I dislike horror games in general, but I feel like horror is less scaried once you confront your fear, and having weapons means you must confront it.

The unknown is scarier. One way to tolerate a horror game is to make myself die to a monster, and then I know what's going to happen.

Also, this.
 
I think the best representation of weapons would be finally giving you one and pitting you against the horror after you, and the initial confidence of finally having a weapon would be smashed and that weapon is ineffective at the first chance of using it.

On a sidenote, i think if you going to do weapons in horror, you use them to keep things at bay and nothing more. I really liked how Alien Isolation did it. Though having them or not does not make it any less scarier, it the direction the game takes and how it present you the fear and horror itself.
 
Well, yes, but DS2 is not a scary game. It's a shlocky sci-fi action game with monster closets. My point is that weapons reduce horror by giving you power over your tormentor. Once you're empowered the only way to horrify the player is through shock. But shocks are temporary and audiences build up a tolerance so you need bigger and bigger shocks and it's not long before you've gone from trying to survive against a single monster to taking on the Army of Darkness.

This is boring and inherently less scary than being in a situation where you have no control over your tormentor, only over your immediate environment. I feel Clock Tower does this really well.
I disagree. Having weapons gives the developer another way to establish and build dread. A weapon subtly makes you feel powerful, so now the creators can make you feel powerless by tweaking that balance. Running out of ammo, enemies that can shrug off your attacks and keep coming like a Terminator, things that move so fast or stealthily that your weapon can't save you.

But you have to find the right balance. Siren games did that well. You have guns and melee weapons, but you never feel safe. Even though you can shoot and stab, it will never save you.
 
I'd argue that if you've had the feeling of being able to defend yourself, then suddenly the feeling of being out of ammo or with broken weapons and needing to flee is accented and enhanced. It gives the creators a spectrum to play within rather than the baseline of only being able to flee or hide

Plus having weapons and then encountering enemies that your weapons can't protect you against adds to that sense of helplessness and makes the enemies feel that much more powerful and threatening.

This is it for me personally. The idea of a horror setting but theres no stakes other than running and hiding is boring to me. Having to defend youself and having to defend yourself with the right weapons is great tension for me. Classic RE gameplay, that pistol can stop a hunter sure, but it will almost 100% reach you before that pistol takes it down. You have to switch to a bigger weapon, opp no ammo, well shit, better get some good doding in with the tank controls cause its gonna be tense.

Hearing that empty `click` or having to reload while being attacked is great.
 

Spman2099

Member
Combat with limited resources makes for a lot of tension. If I have a gun, but only a few bullets, it makes me more nervous. It also adds to the tension when you then make a mistake or two and waste bullets. This is a great component that enhances horror games.

You don't NEED combat, but I think it adds a nice component to the experience.
 

ishibear

is a goddamn bear
Combat in horror games is what I love best. Maybe because I feel I would try to defend myself if I got backed into a corner but otherwise would try to avoid monsters. I just get so nervous when my goal is to not get caught. I do terrible.

I always appreciate when games provide the heavy weaponry but remove the empowered feeling that's expected. I don't mean making enemies into bullet sponges either, ugh. I'm talking miniscule but just enough ammo to survive and weapons like axes that can get dull or break.

One thing that I have always wanted to see more of in horror games without combat is definitely the middle ground element some in here mention. If you are defenseless, I wish the player could actually develop other means of defense. Setting traps, building barricades, tricking enemies into fighting each other while we make a run for it, etc.

Do any survival horror games do gun jamming like in Far Cry 2? That'd be an interesting mechanic to add a lot of tension and panic to combative horror games. I like when horror games give you defense other than hiding, yet make it weak enough so that you are always on edge.

As for the idea in the OP, I think that the first person non-combative survival horror genre is past its prime. At this point that genre is better for storytelling (e.g. SOMA) than actually scaring me. A happy middle between the Amnesia and Resident Evil 4 extremes would probably be where the genre would be at its best.

I don't know of any gun jamming but RE: Outbreak games featured enemies (namely Hunters) that could break your weapons and render them useless unless you played with David or he was on your team. However, he could only repair three weapons before you were just SOL.
 

HStallion

Now what's the next step in your master plan?
Combat in horror games is great to have but it should have its limits which is why I think the old RE games were great about how they did it. You had control of your characters movement, their aim, what guns they used and so forth however combat is often an in direct affair thanks to the camera angles, the lack of ammo and the fact you aren't aiming with your gun with extreme precision. Its why I find it a bit absurd that people want the REmake 2 to turn into a RE4 over the shoulder game. It forgets how the all the available gameplay systems were purposefully limited in ways that exacerbated the tension in every moment of the game. Even the amount of saves you could make was limited! I loved it!
 
After playing awesome gems like Silent Hill: Shattered Memories, I'd have to wholeheartedly disagree with the OP!

In fact, having weapons completely softens the horror experience, in my opinion.
 
love this topic and 300% agree; i can't stand the rash of horror games that Penumbra/Amnesia have influenced and given rise to for the exact reasons covered in the video.

After playing awesome gems like Silent Hill: Shattered Memories, I'd have to wholeheartedly disagree with the OP!
consider Shattered Memories against the original trilogy however. it's just not the same, moreover the big "thing" that Shattered Memories gets praised for has zero to do with the combat and could have just as easily worked with the addition of combat.
 
love this topic and 300% agree; i can't stand the rash of horror games that Penumbra/Amnesia have influenced and given rise to for the exact reasons covered in the video.


consider Shattered Memories against the original trilogy however. it's just not the same, moreover the big "thing" that Shattered Memories gets praised for has zero to do with the combat and could have just as easily worked with the addition of combat.

Combat would have taken away a lot from that game. If you've beaten the game you'd know
the enemies are actually representations of the main character's daughter, so having to kill them would have really taken away from the father-daughter relationship being explored by the game. There's a reason those things are chasing you, they're your daughter trying desperately to reconnect with Harry Mason after his death. They're not just disposable zombies you can kill and then forget about lol.
 

HStallion

Now what's the next step in your master plan?
Combat would have taken away a lot from that game. If you've beaten the game you'd know
the enemies are actually representations of the main character's daughter, so having to kill them would have really taken away from the father-daughter relationship being explored by the game. There's a reason those things are chasing you, they're your daughter trying desperately to reconnect with Harry Mason after his death. They're not just disposable zombies you can kill and then forget about lol.

It certainly worked for Silent Hill 2 with what the enemies represented.
 
Combat would have taken away a lot from that game. If you've beaten the game you'd know
the enemies are actually representations of the main character's daughter, so having to kill them would have really taken away from the father-daughter relationship being explored by the game. There's a reason those things are chasing you, they're your daughter trying desperately to reconnect with Harry Mason after his death. They're not just disposable zombies you can kill and then forget about lol.

given that the entire game serves as what is essentially a
psychological thought exercise
I don't understand how what you've written here would carry any real weight. plenty of psychologists and psychological techniques refer to
killing, death, dying, etc
in terms of exploring and dealing with
thoughts and emotions over family members and loved ones.

This seems to be a similar effect to what you describe with weapons, and perhaps points to the underlying design concepts at work. You need to give the player a decision to make. Run & hide isn't a real choice because it's the only sensible option in those games. Which means the player is merely executing on it, which feels like busywork, so it becomes boring. From a mechanical standpoint anyway, often the presentation helps to make up for it.

I don't disagree but another angle on this same issue is that, to me, fighting is also a sensible option in many scenarios that horror games put players into. It doesn't make a great deal of sense that someone would simply "take" a constant barrage of threats to their safety and life with little to no recourse or attempt to fight back. Moreover, by removing the choice entirely from my repertoire of potential actions, I feel restrained as a player and instead focus more on my lack of agency rather than the game itself. The experience essentially becomes a theme park ride, wherein I'm a passive observer to a stage play.

This exacerbates situations in which given the option to 'fight', I would resolve differently, but instead I am forced to sneak/creep/generally disengage with an entity in the game world on a loop until I sneak/creep/generally disengage with said entity in the specific way that the designer has intended. By restricting player actions you're confining the possible universe of what CAN happen within a particular space.
 

Razzer

Member
Disclaimer: I haven't actually played any of the games being discussed, so take any observations with buckets of salt.

Anyway, I was thinking about Five Nights at Freddie's a while back and how that became such a success. One of the things I noticed it did that seemed important to it's success was that it created anxiety through player dilemmas. You want to keep the doors shut and/or the lights on, more than anything in the world, but you know you can't because you don't have enough power. The player is in control of when they are vulnerable and when they are safe, knowing that if they stay safe all the time, they lose. So the player has to sit in the dark and force themselves to endure the creepy. The mechanics create an interesting decision, and the presentation (darkness, spooky music, scary animatrons) translates this tension into fear.

This seems to be a similar effect to what you describe with weapons, and perhaps points to the underlying design concepts at work. You need to give the player a decision to make. Run & hide isn't a real choice because it's the only sensible option in those games. Which means the player is merely executing on it, which feels like busywork, so it becomes boring. From a mechanical standpoint anyway, often the presentation helps to make up for it.

Just some thoughts.

Edit: It's also worth noting that Freddie's is set up to be played in much shorter play sessions, perhaps suggesting that the horror package works best in smaller doses to avoid the problems you mentioned with pacing.
 

Razzer

Member
given that the entire game serves as what is essentially a
psychological thought exercise
I don't understand how what you've written here would carry any real weight. plenty of psychologists and psychological techniques refer to
killing, death, dying, etc
in terms of exploring and dealing with
thoughts and emotions over family members and loved ones.



I don't disagree but another angle on this same issue is that, to me, fighting is also a sensible option in many scenarios that horror games put players into. It doesn't make a great deal of sense that someone would simply "take" a constant barrage of threats to their safety and life with little to no recourse or attempt to fight back. Moreover, by removing the choice entirely from my repertoire of potential actions, I feel restrained as a player and instead focus more on my lack of agency rather than the game itself. The experience essentially becomes a theme park ride, wherein I'm a passive observer to a stage play.

Good points. I wonder, is it important that the ammo be limited in these games for it to create the effect for you? If so, that could be where you are choosing to be vulnerable or not. Use the ammo now, or save it for later when you might need it more?

Edit: Sorry for dp.
 

DocSeuss

Member

Will check it out.

Nah, you're wrong.

That's the equivalent of saying "movies without car chases suck". Just like not every movie need car chases, not every horror game needs combat.

The I have no weapons so there must be an escape route argument doesn't make a lot of sense to me. You could just as easily apply that sort of meta-logic to a game with combat in it.

There's plenty of room for different flavours of horror games.

No. The problem with weaponless horror games is that they want the same emotion throughout the ENTIRE EXPERIENCE. It remains steady. It's a roller coaster without any rolling or coasting. It's a static experience.

The rhetoric here is more like "car chases make movies more exciting!" and then ending the video with "of course there are other ways to do this than car chases, but the people who say 'movies should never have car chases in them' are demonstrably wrong." That's what the video does.

Whether I've done a GOOD JOB of making that clear is up for debate!

Do any survival horror games do gun jamming like in Far Cry 2? That'd be an interesting mechanic to add a lot of tension and panic to combative horror games. I like when horror games give you defense other than hiding, yet make it weak enough so that you are always on edge.

As for the idea in the OP, I think that the first person non-combative survival horror genre is past its prime. At this point that genre is better for storytelling (e.g. SOMA) than actually scaring me. A happy middle between the Amnesia and Resident Evil 4 extremes would probably be where the genre would be at its best.

I know the horror game I plan to make after G1 has weapon jamming. System Shock 2 has some if I remember right. STALKER does as well.

I dislike horror games in general, but I feel like horror is less scaried once you confront your fear, and having weapons means you must confront it.

The unknown is scarier. One way to tolerate a horror game is to make myself die to a monster, and then I know what's going to happen.

The unknown can literally be "if I shoot this monster, will I kill it, or will it kill me?" There's more to the unknown than just "what is the monster?" That's a single question. A well-designed horror game should have LOTS of unknowns that are brought up and dealt with over time. This is why Call of Cthulhu: Dark Corners of the Earth is the best horror game there is. It is also why people love Resident Evil 4.

Well, yes, but DS2 is not a scary game. It's a shlocky sci-fi action game with monsters jumping out of dark closets. DS2 has lots of weapons but I argue those actually reduce horror because they give you power over your tormentor. Once you're empowered the only way to horrify the player is through shock. But shocks are temporary and audiences build up a tolerance so you need bigger and bigger shocks and it's not long before you've gone from trying to survive against a single monster to taking on the Army of Darkness.

This is boring and inherently less scary than being in a situation where you have no control over your tormentor, only over your immediate environment. I feel Clock Tower does this really well.

Dead Space 2 is action horror, therefore it deals with horror (the revulsion at seeing the source of terror) and action. It is Aliens. There is literally nothing wrong with that. It is a perfectly valid thing. If you want to be scared, you don't watch Aliens, you watch Alien.

Well if your thesis is actually that horror games are more interesting with more options then we agree. But that seems a bit obvious. On the other hand if your thesis is that X (where X is a horror thing) is more scary with weapons than without, then we disagree.

I did that while simultaneously demolishing the idea that having weapons makes games LESS scary. I argued that variety is good and guns add beneficial variety. Having a gun that makes you feel powerful and then LOSING that gun and being weaponless is five thousand million times scarier than just not having a gun.

Plus it's stupid/unrealistic to think a person in a scary situation wouldn't have a fight response at all.

Gotta satisfy that fight/flight response. Doesn't necessarily require guns or weapons of any kind, but you still have to have some kind of fight/flight balancing for effective horror.

I disagree. Having weapons gives the developer another way to establish and build dread. A weapon subtly makes you feel powerful, so now the creators can make you feel powerless by tweaking that balance. Running out of ammo, enemies that can shrug off your attacks and keep coming like a Terminator, things that move so fast or stealthily that your weapon can't save you.

But you have to find the right balance. Siren games did that well. You have guns and melee weapons, but you never feel safe. Even though you can shoot and stab, it will never save you.

Exactly this.

I think the best representation of weapons would be finally giving you one and pitting you against the horror after you, and the initial confidence of finally having a weapon would be smashed and that weapon is ineffective at the first chance of using it.

On a sidenote, i think if you going to do weapons in horror, you use them to keep things at bay and nothing more. I really liked how Alien Isolation did it. Though having them or not does not make it any less scarier, it the direction the game takes and how it present you the fear and horror itself.

Your idea would seem to be the power loader at the end of Aliens, yeah?

I personally really like the flamethrowers throughout Alien that never really work, y'know?

This is it for me personally. The idea of a horror setting but theres no stakes other than running and hiding is boring to me. Having to defend youself and having to defend yourself with the right weapons is great tension for me. Classic RE gameplay, that pistol can stop a hunter sure, but it will almost 100% reach you before that pistol takes it down. You have to switch to a bigger weapon, opp no ammo, well shit, better get some good doding in with the tank controls cause its gonna be tense.

Hearing that empty `click` or having to reload while being attacked is great.

This is how I died in the Alien footage in the video. I was clicking pretty hard but no fuel was coming out because hahaha, I was out of ammo.

Disclaimer: I haven't actually played any of the games being discussed, so take any observations with buckets of salt.

Anyway, I was thinking about Five Nights at Freddies a while back and how that became such a success. One of the things I noticed it did that seemed important to it's success was that it created anxiety through player dilemmas. You want to keep the doors shut and/or the lights on, more than anything in the world, but you know you can't. So the player has to sit in the dark and force themselves to endure the creepy. The mechanics create an interesting decision, and the presentation (darkness, spooky music, scary animatrons) translates this tension into fear.

This seems to be a similar effect to what you describe with weapons, and perhaps points to the underlying design concepts at work. You need to give the player a decision to make. Run & hide isn't a real choice because it's the only sensible option in those games. Which means the player is merely executing on it, which feels like busywork, so it becomes boring. From a mechanical standpoint anyway, often the presentation helps to make up for it.

Just some thoughts.

FNAF succeeds in large part because youtubers fake being scared of it for YT video hits and because it's five dollars.

Good points. I wonder, is it important that the ammo be limited in these games for it to create the effect for you? If so, that could be where you are choosing to be vulnerable or not. Use the ammo now, or save it for later when you might need it more?

Edit: Sorry for dp.

Yes. Ammo needs to be limited in a good horror game. It's why Dead Space 3 failed. Unlimited ammo because it was universal, therefore you could build a gatling gun that slowed down enemies and burned away their skin with acid and chopped off their limbs. Once I made that, there was no reason to use any other gun. Dead Space 1 and 2 had more tension because sometimes you'd run out of your preferred ammo on higher difficulties and have to use guns you were unfamiliar with and therefore some tension was derived from Not Knowing How To Effectively Use Guns. It was neat.
 
Disagree completely. Both options are good but combat needs to be balanced right to work. Dead Space for example, is not scary at all to me.

Amnesia got under my skin in a different fashion although it ran out of steam towards the end but that's more of a different issue as opposed to an inherent one with no combat horror.

Silent Hill games are still king to me as combat is difficult and clumsy. That adds tension where as Dead Space is a regular TPS with the occasional jump scare.

Alien Isolation also worked for the most part but that game became routine by the end.
 

Toxi

Banned
I find the limited options of combatless horror games (basically just run or hide) leads to me becoming not at all afraid after a short while, the mechanics of the thing become super clear with such a small toolset that it's not long before I'm just going through the motions. "Oh there is a monster, I'll just stand in this obviously placed closet until he walks away."

Adding weapons to the mix increases the amount of interaction options you have with your enemies greatly and allows for a much greater range of experience. Suddenly you have resources to manage, you have to make threat assessments on the fly, when you encounter new enemies you have to develop strategies to deal with them. It's just way way more interesting to me.
This ties into the unfortunate problem in video games where combat is the only form of interaction that gets much focus.
 

Razzer

Member
FNAF succeeds in large part because youtubers fake being scared of it for YT video hits and because it's five dollars.



Yes. Ammo needs to be limited in a good horror game. It's why Dead Space 3 failed. Unlimited ammo because it was universal, therefore you could build a gatling gun that slowed down enemies and burned away their skin with acid and chopped off their limbs. Once I made that, there was no reason to use any other gun. Dead Space 1 and 2 had more tension because sometimes you'd run out of your preferred ammo on higher difficulties and have to use guns you were unfamiliar with and therefore some tension was derived from Not Knowing How To Effectively Use Guns. It was neat.

Sure, I won't dispute that about FNAF. There can still be things to be gleaned from it though.

Your choice of words there is interesting. You 'have to' use the unfamiliar guns. Now, it's obvious from your description that when this happens you don't feel like the designer is taking you through 'the bit where you are supposed to feel scared' as you describe feeling at amnesia type games in your video. Which means that there is something that makes it different. The limited ammo was put in by the designers in the full knowledge that you would have to use other guns eventually, so it's just as inevitable as having to go down the linear corridors. But there's a difference. I would postulate that it because the moment of horror, of vulnerability, is activated when the player chooses it to. Your choice is sooner, or later. But I could be totally wrong.
 

HK-47

Oh, bitch bitch bitch.
This ties into the unfortunate problem in video games where combat is the only form of interaction that gets much focus.

It doesnt help with stuff like dialogue choices or skill checks get shunted off as not gameplay.
 

DocSeuss

Member
Sure, I won't dispute that about FNAF. There can still be things to be gleaned from it though.

Your choice of words there is interesting. You 'have to' use the unfamiliar guns. Now, it's obvious from your description that when this happens you don't feel like the designer is taking you through 'the bit where you are supposed to feel scared' as you describe feeling at amnesia type games in your video. Which means that there is something that makes it different. The limited ammo was put in by the designers in the full knowledge that you would have to use other guns eventually, so it's just as inevitable as having to go down the linear corridors. But there's a difference. I would postulate that it because the moment of horror, of vulnerability, is activated when the player chooses it to. Your choice is sooner, or later. But I could be totally wrong.

Because it's choice-fueled. You have to use unfamiliar guns because you used up familiar guns. That's on you. And that's where horror really works, that "you did this to yourself" moment.

It doesnt help with stuff like dialogue choices or skill checks get shunted off as not gameplay.

It's not my fault that I couldn't figure out how to make a horror racing game.
 

Razzer

Member
Because it's choice-fueled. You have to use unfamiliar guns because you used up familiar guns. That's on you. And that's where horror really works, that "you did this to yourself" moment.



It's not my fault that I couldn't figure out how to make a horror racing game.

Ah, but if the amount of ammo is finite, and there isn't enough for every enemy, then really, to not use up the familiar guns is impossible! The designers forced it on you through the rules of the system they created. It had to happen. But, clearly, it doesn't feel like that.
 

xevis

Banned
This seems to be a similar effect to what you describe with weapons, and perhaps points to the underlying design concepts at work. You need to give the player a decision to make. Run & hide isn't a real choice because it's the only sensible option in those games. Which means the player is merely executing on it, which feels like busywork, so it becomes boring. From a mechanical standpoint anyway, often the presentation helps to make up for it.

I think this is a great point and worth highlighting.

I did that while simultaneously demolishing the idea that having weapons makes games LESS scary. I argued that variety is good and guns add beneficial variety. Having a gun that makes you feel powerful and then LOSING that gun and being weaponless is five thousand million times scarier than just not having a gun.

I don't think you demolished anything. You're pointing out that effective horror needs to have cycles of tension and release and that guns/weapons are one way to get that release. OK, true, but you're ignoring the problems that come with the introduction of weapons and the way in which they change the nature of the experience from that point forward. You're also jumping to conclusions by suggesting that weapons always make an experience more scary when there's plenty of evidence to the contrary. I doubt Amesia or Clock Tower would be scarier by giving their protagonists a big old American gun and making them face off against their respective horrors in set-piece battles.

Edit:
Gotta satisfy that fight/flight response. Doesn't necessarily require guns or weapons of any kind, but you still have to have some kind of fight/flight balancing for effective horror.

This is a much better point. Perhaps your next video can analyse the different ways in which games / media achieve this?
;)
 

MUnited83

For you.
FNAF succeeds in large part because youtubers fake being scared of it for YT video hits and because it's five dollars.



.

You should probably play better horror games.

You know, i'd take your points more seriously if you didn't try to be condescending at every opportunity.
No. The problem with weaponless horror games is that they want the same emotion throughout the ENTIRE EXPERIENCE. It remains steady. It's a roller coaster without any rolling or coasting. It's a static experience.

No. The problem with weaponless horror games is that they want the same emotion throughout the ENTIRE EXPERIENCE. It remains steady. It's a roller coaster without any rolling or coasting. It's a static experience.
Yes, because the the horror games with weapons don't do that...how exactly? I love Dead Space 1, but it is very much a static experience. So are many of the horror games with weapons.
 
Give me more invincible/regenerating enemies that I can incapacitate with weapons and stave off with the environment. Seems like the best compromise, really.

One of my favorite Skyrim playthroughs was as a thief who possessed barely any combat abilities or health, but had a spell that could lock doors behind her. It made the game tense in a way it never was before, sneaking from room to room in dungeons and trying to avoid conflict with enemies that, for once, were a real threat.
 

Atomski

Member
I'm for both.. in a world where most games just turn into shoot bang games though Amnesia felt like a breath of fresh air. It was scarier than any other game out at the time and I think it started to push us more towards scary games.

To me there's something about a scenario where you are a mouse hiding from a cat. It's tense as shit..
 

DocSeuss

Member
You know, i'd take your points more seriously if you didn't try to be condescending at every opportunity.


No. The problem with weaponless horror games is that they want the same emotion throughout the ENTIRE EXPERIENCE. It remains steady. It's a roller coaster without any rolling or coasting. It's a static experience.
Yes, because the the horror games with weapons don't do that...how exactly? I love Dead Space 1, but it is very much a static experience. So are many of the horror games with weapons.

I'm having a shit day because the worse my untreated health problems get, the worse I feel, and I haven't had treatment in months now and I am in literal agony. So I apologize if I come off as shorter than I mean. I sound a lot more diplomatic and friendly in my head than I'm probably coming across. Sorry.

I thought Dead Space 1 was pretty dynamic because it's constantly trying new things/putting you in interesting encounters, like one moment you're stuck with zero gravity and another you're on the hull of a ship dodging meteors and so on and so forth. Lots of cool encounter variety that ends up with a giant monsters trying to have you for lunch.

Outlast bored me to tears because nothing ever changed and I was unable to finish it.

Give me more invincible/regenerating enemies that I can incapacitate with weapons and stave off with the environment. Seems like the best compromise, really.

One of my favorite Skyrim playthroughs was as a thief who possessed barely any combat abilities or health, but had a spell that could lock doors behind her. It made the game tense in a way it never was before, sneaking from room to room in dungeons and trying to avoid conflict with enemies that, for once, were a real threat.

This sounds like a really fun way to play Skyrim. I've been playing it as a person who just wants to hunt elk but keeps getting mistaken for the land's hero and has thus gained massive amounts of power to allow her to continue hunting more elk.
 
Although most horror "games" I feel need that manipulation of environment against attacker to some extent to be effective, one of the few helpless games I played is still one of the scariest, and that's The Dark Eye. It can be argued this is hardly a game at all, and mostly an interactive Myst-alike where you go from one barely interactive Edgar Allen Poe story to the next, filled with dead eyed stop motion animated puppets acting out the scenes. To this day it's one of the most unsettling and psychologically horrifying pieces of interactive entertainment I've played, due to general atmosphere, sound design, and those damned soulless looking puppets looking back at me. So for a small minority of games, weaponless and little to no countering of attackers can absolutely work to instill proper horror, but it is very difficult indeed. That, and Dark Eye has the added benefit of using source material from one of the greatest figures in literary horror, so an even larger minority in the genre.
 
Good points. I wonder, is it important that the ammo be limited in these games for it to create the effect for you? If so, that could be where you are choosing to be vulnerable or not. Use the ammo now, or save it for later when you might need it more?

Scarcity in general I think is key to a good horror experience. Games like Condemned and Silent Hill, where scarcity of ammo for more powerful guns is offset by the presence of clumsier but more reliable and less damaging melee weapons, strike the best balance I think. It really gives you reason to plan, strategize, and re-plan your potential actions.

Part of the fear introduced by weapons is compounded by the fact that you're constantly leaning on the least resource-intense path of action in order to maximize your POTENTIAL use of weaponry. Like the OP video states, having 100 flamethrower fuel is actually scarier than having no weapon at all, because you're constantly managing your supply, and making decisions about when to use the weapon and when to find some other means of attack or escape.

The best kind of horror experiences will play upon your reliance on these weapons, on the false sense of safety and confidence they give you. There are games that deliver truly excellent horror moments where you're armed to the teeth, but it's all eschewed by the fact that maybe that's not enough to keep whatever might happen from happening. Without any weapon, you're already prepared to be scared because what can you do but run?
 

Grisby

Member
You know, one of my favorite moments in one of my favorite horror games came about because I had a weapon.

Specifically, in Alien Isolation. When you get the f
lamethrower and are able to drive the Alien back.
Sure, it doesn't kill it
, but that one instant, in a game that is undoubtedly a horror title through and through, was one of the most empowering moments I've ever had in a game.
 
Ah, but if the amount of ammo is finite, and there isn't enough for every enemy, then really, to not use up the familiar guns is impossible! The designers forced it on you through the rules of the system they created. It had to happen. But, clearly, it doesn't feel like that.

Bear in mind, you're discussing a game you didn't play with a guy who doesn't really remember it. Enemies in Dead Space always dropped ammo for whichever weapon you were carrying. If you somehow ended up with a kind of ammo you didn't want, it could easily be converted to the kind you did at any of the haunted spaceship's many conveniently placed and infinitely stocked vending machines. Ammo in the first Dead Space was already effectively universal, which only proves the point that universal ammo makes Dead Space-type games really boring.
 

Atomski

Member
Speaking of things to add to the horror element of a scary game I'd love a game to do something like House of Cards novel. This is basically spoilery talk for the book so don't read any further if you want to value the mystery before reading it in the future.

Basically a game that mimics the house from the Navidson Record. Seemingly normal at first but slowly you come to realize day in and out or however long in the game time, but soon you realize something is off about your place. For one there is an unexplained door that leads to a closet between two rooms... except those rooms share a wall no more than 9 inches thick and its a 4 x 4 closet. The house is larger on the inside than it is when viewed from the outside.

Well of course more rooms to start to open up and then more rooms beyond them, then branching hallways with tons of doors and from them ball rooms or starecases that go for miles, and sometimes huge voids of space that look like they go on forever buy are just just met with more random nonsensical house design of the largest and most insane variety. Worse yet is that you have to keep a path of some sort because its a giant maze but worse it shifts about and changes on you if you aren't careful.

There is even more in the book itself about what's inside the house and what happens to the people who live there and explore. If you could make something like that into a game or even a totally different game that uses the same idea I'd buy several copies.
You are taking about house of leaves btw.. not house of cards lol. Great book.
 
I don't really like horror games without some kind of combat. Fuck even Silent Hill clunky combat is great, at least its something to add depth to the game.

Amnesia is an example. It's so boring waiting for an enemy to do do their patrol so you can proceed. Outlast was okay because of the themes, but I didn't enjoy the "gameplay" itself very much.

Condemned is one of my favorites. It's scary but also has a really good combat/ blocking system. Blocking their hits and countering by smashing their face with a 2x4 with nails is so satisfying.
 

DocSeuss

Member
You know, one of my favorite moments in one of my favorite horror games came about because I had a weapon.

Specifically, in Alien Isolation. When you get the f
lamethrower and are able to drive the Alien back.
Sure, it doesn't kill it
, but that one instant, in a game that is undoubtedly a horror title through and through, was one of the most empowering moments I've ever had in a game.

Yeah I spent most of my video talking about Alien for this reason.
 
Nah, you're wrong.

That's the equivalent of saying "movies without car chases suck". Just like not every movie need car chases, not every horror game needs combat.

The I have no weapons so there must be an escape route argument doesn't make a lot of sense to me. You could just as easily apply that sort of meta-logic to a game with combat in it.

There's plenty of room for different flavours of horror games.

Maybe there's room for different flavors, but I've yet to play a no-combat horror game that's scarier for more than half an hour.

That's fine in something like P.T or FNaF (which manages to be better than Amnesia thanks to having some capacity of resource management) which only last for half an hour. But a full-length game? None of them have worked. Either every developer who's tried simply lacks the design chops to pull it off, or there's something wrong with the formula.
 
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