Well my team and I are prepping our "Slaughter House" horror RPG project for Kickstarter. We got tired of watching awesome properties like Resident Evil and Silent Hill lose what made them scary and become action titles, and decided that we were going to go as far into opposite direction as possible.
The thing we've tried to remember is that away from the independent scene, most of the talent involved in the game industry neeed to be mercenaries. They're good at what they do. They're good people. But at the end, they need to do what the executives tell them. And they're okay with that because they've got a family waiting at home that needs to eat and they're still $30,000 in debt to Full Sail University. There are even people like that on this team looking to add content to their portfolio so they can land a upfront paying gig.
But even moreso. It's hard to do unique visionary horror. You need people with foresight leading the way or otherwise you end up with the gaming equivalent of C-Tier horror films. And can you do that when you're only just listening to a suit? We don't think so. So with that said, you go with what gets the executive paid. And I can ensure you that's not horror.
For us, it's really about doing something that hasn't been done before and making a name for ourselves with a bit more compelling than the last great horror game, "Amnesia".
There's discussion of game mechanics with real time character model damage, like dismembered fingers, where the player character becomes disabled permanently for the rest of the game like Day Z (fingers don't grow back godamnit!), multiple endings like Chrono Trigger, and a perk system that works in line with helping keep your community alive.
The problem becomes that there is no way in a million years that a top line publisher would ever gamble on something like this because to them, it's just not all that accessible. Killing people is easy enough to understand. But running for your life because we've implemented a save system similar to Day Z is something most people just aren't willing to accept... or pay for. And they aren't going to risk it.
I mean I still remember when people complained about Aliens vs. Predator classic not allowing saving inside the level in order to promote the fear and terror of being killed. People ended up revolting. Or the backlash against Doom 3 for not being able to attach a flashlight to their gun. And I agree that these were shortcuts to inspire fear, but it's ten times easier to just give someone the ability to land a head shot and call it a day.
Anyway, here is an early concept on what we're going for...
The thing we've tried to remember is that away from the independent scene, most of the talent involved in the game industry neeed to be mercenaries. They're good at what they do. They're good people. But at the end, they need to do what the executives tell them. And they're okay with that because they've got a family waiting at home that needs to eat and they're still $30,000 in debt to Full Sail University. There are even people like that on this team looking to add content to their portfolio so they can land a upfront paying gig.
But even moreso. It's hard to do unique visionary horror. You need people with foresight leading the way or otherwise you end up with the gaming equivalent of C-Tier horror films. And can you do that when you're only just listening to a suit? We don't think so. So with that said, you go with what gets the executive paid. And I can ensure you that's not horror.
For us, it's really about doing something that hasn't been done before and making a name for ourselves with a bit more compelling than the last great horror game, "Amnesia".
There's discussion of game mechanics with real time character model damage, like dismembered fingers, where the player character becomes disabled permanently for the rest of the game like Day Z (fingers don't grow back godamnit!), multiple endings like Chrono Trigger, and a perk system that works in line with helping keep your community alive.
The problem becomes that there is no way in a million years that a top line publisher would ever gamble on something like this because to them, it's just not all that accessible. Killing people is easy enough to understand. But running for your life because we've implemented a save system similar to Day Z is something most people just aren't willing to accept... or pay for. And they aren't going to risk it.
I mean I still remember when people complained about Aliens vs. Predator classic not allowing saving inside the level in order to promote the fear and terror of being killed. People ended up revolting. Or the backlash against Doom 3 for not being able to attach a flashlight to their gun. And I agree that these were shortcuts to inspire fear, but it's ten times easier to just give someone the ability to land a head shot and call it a day.
Anyway, here is an early concept on what we're going for...