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May 21, 2013, 07:18:46 AM
TIGSource ForumsDeveloperCreativeDesignMethods to Scare the Player
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LaughingLeader
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« on: July 22, 2012, 09:32:19 AM »

Looking into some older threads such as what makes a game scary, and various other discussions on horror games, I thought it might be more appropriate to start a new thread, rather than necroing an older one.

Some questions to think about/discuss:

  • What games have truly scared you? What games utterly failed?
  • What techniques and methods have worked on you to scare you in a game?
  • What didn't work? How could it have been improved?
  • What is truly scary for you in games, and what has a habit of taking out the potential fear for a player?

What usually scares me in games, or what makes me uncomfortable to play them, at least, is mainly atmosphere, and atmosphere done well.

One game I'd like to mention is "Scratches" for PC (wiki link). Right from the beginning of the game I felt really uncomfortable. As soon as I saw that I had to go stay in an empty, abandoned mansion by myself, I tried to get back in the car and leave. "F*** that," I instantly thought. That's "Getting Murdered" 101.

Most horror games don't "scare" me as much as they make me tense, as I wait to smash in a monster's skull. Scratches though... Something about the atmosphere in that game, and the time they took to set it up, made me uncomfortable for a majority of the time I played it. You don't fight any monsters. There's no little girls either. You're just staying in a mansion, trying to get over your writer's block. Yet, something about the look of the mansion, the occasional sounds you hear, and the feeling of being totally alone got to me for a majority of the game.

Once you start hearing the noises, you come to realize that maybe you're not really alone in the mansion. Unlike a lot of other horror games, you don't see what it actually is (if it's anything at all) until you're near the end.

I think that's one thing that can make games and movies scary. Not actually seeing what's inspiring fear. An unknown enemy, whose presence is very known, leads to even more fear than the short-lived "knee=jerk-fear" that happens when a sudden enemy pops up that you either have to run from or kill, depending on the game.

With that said, I think atmosphere can be everything in making a game scary. Coupled with this is knowing when to provide contrast in the atmosphere. It's like good music. Most of the really good songs have a dramatic build-up, a climax, then it can descend back down to a softer place until the next climax. If a game is constantly trying to be in the "AHHH DRAMATIC SCARE" stage all of the time, the player will grow accustom to it and build up a resistance. If you're constantly changing up the mood, knowing when to make the player feel safe, then stripping away that safety in a surprise-filled moment... Well, that can generate some scare.

Often times, even better is when you're building up to the scare, and the player knows it's coming. But they don't know when, so they're on edge. The subtler, the better. Then, you can make them think they're safe again, then suddenly pull them back into the fear they've been building up and send it to a higher level.

Ultimately, there's a lot of ways you can go about scaring your players, but atmosphere is one big card that should be utilized to it's fullest.

What scares you guys in games?
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iffi
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« Reply #1 on: July 22, 2012, 12:44:44 PM »

It would depend on what sort of "scary" you're aiming for, the type that makes you continuously uncomfortable and feeling dread, or the kind that comes out of nowhere and gives you a brief moment of shock.

I recently played through Dead Space (the first game), and while most of it wasn't really scary, it did give a certain feeling of tension throughout, like the sort that you describe regarding most horror games, since I was trying to run it without ever reverting back to a previous save (except, of course, for the few times when I died). There were many times when I accidentally wasted much more ammo than I should have on an unexpected enemy encounter.

There was at least one part that I clearly remember scaring me (in the "shock" sense), though. I was exiting from an upgrade station, and as the camera zoomed out from the upgrade station back to the normal 3rd person camera, I noticed that there was an enemy standing right behind me. I had no idea that they could even do that. ;_;

It was the fact that by then I had expected upgrade stations to be safe zones that made that so surprising to me, so I think if you want to scare the player in that way, suddenly breaking the rules of what's safe and what isn't when they least expect it can be used to great effect.
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« Reply #2 on: July 22, 2012, 12:52:59 PM »

Briefly,
1. Helplessness
 - having the player preserve ammo
 - having to be precise with attacking or you're helpless 'reloading'
 - enemies around with little space to escape, again, requiring you to be precise and careful
2. Limited view of things
 - First-person is best, but third-person works well too depending on camera and other factors
 - That fog effect, whether outdoors or indoor, which adds to the limited view
 - Enemies jumping in front of you, or enemies right there when you enter the room
3. Uneasiness
 - Unsettling music, certain sound effects
 - Random objects or texts littered about the place, like Portal. The effect increases the more the texts/objects start to relate as the story progresses
 - NPC behaviour

There are other factors, but these are a few I think would help greatly
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LaughingLeader
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« Reply #3 on: July 23, 2012, 03:30:35 AM »

It was the fact that by then I had expected upgrade stations to be safe zones that made that so surprising to me, so I think if you want to scare the player in that way, suddenly breaking the rules of what's safe and what isn't when they least expect it can be used to great effect.

Oh yeah, I remember experiencing that too in Dead Space. I always liked how the menus and such were in-game in Dead Space, since in most games when you look at a map or something, it pauses it and you know you're safe. Having the map/menus and such be in-game and things the player's character actually interact with like that is an interesting mechanic.

1. Helplessness
The lack of any way to really defend yourself would be pretty much the ultimate helplessness in a game, right? Like in Amnesia. All you can do is run and hide. I played the first Penumbra game again the other day, and after playing Amnesia, the creatures that attack you in Penumbra seem way less scary since you can kill them. I always ended up carrying a rock with me just to knock one of them over.
« Last Edit: July 23, 2012, 10:05:59 AM by LaughingLeader » Logged

seagaia
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« Reply #4 on: July 23, 2012, 10:00:18 AM »

3. Uneasiness
 - Unsettling music, certain sound effects
 - Random objects or texts littered about the place, like Portal. The effect increases the more the texts/objects start to relate as the story progresses
 - NPC behaviour

There are other factors, but these are a few I think would help greatly

Anyone play King's quest 5/6/7? I found those games horrifying. I still can't really play them, I think they're too scary (maybe I'm weird). Why? Well, for one, the sound effects are unsettling. But you feel very alone in those games, like no one else is there to help you. There is a lot of mystery since there is no hand-holding in the game, and things are so unexpected when they happen - monsters killing you.
 
Ugh, the labyrinth in King's quest VI. Way too scary for me...
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« Reply #5 on: July 25, 2012, 07:21:19 AM »

Dead Space did a lot of cheap spooks very early on in the game, and then presented the same scenarios, but without the sudden scare, ironically, this made it more scary.

You walk over what you think is a corpse to have it spring to life and try to kill you, now every time you see a lone corpse in the middle of your path you prepare yourself for that same fright but it never comes, when will the fright come... WHERE ARE YOU HIDING! JUST DO IT ALREADY!
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« Reply #6 on: July 25, 2012, 07:38:24 AM »

wasn't there a segment in the second one where you walked for like 20 minutes without being attacked. You were in these super small areas and there were tons of places to get attacked, but the proverbial axe ever fell. just hung over you for the 20 minutes and building.
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Hangedman
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« Reply #7 on: July 25, 2012, 08:36:30 AM »

FEAR1 did that with the crazy ninja enemies. Had two at the start of a level and never again until the next level.

Anyway: to scare people, subvert expectations.
That's about all.

Make people believe they understand something and then prove that belief wrong.
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« Reply #8 on: July 25, 2012, 09:47:33 AM »

wasn't there a segment in the second one where you walked for like 20 minutes without being attacked. You were in these super small areas and there were tons of places to get attacked, but the proverbial axe ever fell. just hung over you for the 20 minutes and building.

One specific part of Dead Space 2 that stuck with me more is near the beginning, when you're stuck in a straight-jacket. That was a great introduction to the game - having to run away, helpless as necromorphs chase you.

Anyway: to scare people, subvert expectations.
That's about all.

Make people believe they understand something and then prove that belief wrong.

What if the player is expecting that? They're expecting that what is being labelled as "the truth" is, in actuality, wrong? How can that expectation be subverted?

I ask from a purely curious viewpoint, mind you. Many times in movies or games, I find myself being able to accurately predict the "unexpected" before it happens, mainly from knowing past plot tricks and whatnot.

Is there a way to use what the player may be expecting against them?

Perhaps you make the player expect to be ambushed around the next corner, so you plant the ambush. The player then goes around the corner, and is promptly accosted by a distressed NPC. Just as they breath a sigh of relief... BAM! An enemy frees itself from inside the NPC (like Alien), attacking the player.

I remember Doom 3 doing something similar to introduce those "flying-head-with-the-spine-still-attached" monsters. You find a woman crying, and approach her to help. Then, suddenly, her head flies off and attacks you. Frightening stuff.
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« Reply #9 on: July 26, 2012, 05:24:54 AM »

3. Uneasiness
 - Unsettling music, certain sound effects
 - Random objects or texts littered about the place, like Portal. The effect increases the more the texts/objects start to relate as the story progresses
 - NPC behaviour

There are other factors, but these are a few I think would help greatly

Anyone play King's quest 5/6/7? I found those games horrifying. I still can't really play them, I think they're too scary (maybe I'm weird). Why? Well, for one, the sound effects are unsettling. But you feel very alone in those games, like no one else is there to help you. There is a lot of mystery since there is no hand-holding in the game, and things are so unexpected when they happen - monsters killing you.
 
Ugh, the labyrinth in King's quest VI. Way too scary for me...

Ah, I remember them. Lol, I used to watch my father play KQ4 as a kid, freaked out on watching it. They're way scarier than most horror games today despite the fairy tale theme. I think it's because you get get killed by doing the wrong thing, and there's just too many things you could do wrong. It wasn't even gory.

I find Demonophobia (very very NSFW, gore, nudity, etc) a scary game in a similar sense, mainly because you just go into a room and get randomly killed. And the theme was meant to be creepy. But the difference is that KQ was just telling a tale without playing with some creepy hell theme, it was just brutally honest about killing you.

So, I'd say it's all about making the player feel unsafe. That they could die at any time. And the dying couldn't be fake.. KQ always had a "you saw it coming" kind of death, they warned you with those creepy looking dwarves.

It shouldn't be frustrating, in fact just having them 'restart' in the previous room is fine. It's more about failing than actually being punished for failure.

Silent Hill was really scary too, I think it was just being there in the dark, not knowing who will strike, or even if you can kill them. The monsters were rarely fatal, but somehow they creeped you out. I think Pyramid Head was just really scary because you didn't know how to react to them. He wasn't a zombie you could just shoot in the head. He had a fricking solid pyramid on his head.
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The V Man
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« Reply #10 on: July 26, 2012, 07:02:55 AM »

The method of scaring the player depends on how you want to scare them. For basic 'boo!' moments having something jump out suddenly is the go-to, though it's very overused.

For me, I'd much rather be slowly creeped out and build on that feeling. Give the player a clear and growing sense that something just isn't right, and then reinforce that with simple events.

A cliché scenario to illustrate:

Say we're set in a cabin at night. The setting is already scary, but blue-shift the visuals to moon/star light and deepen the shadows - give only one or two places warm fire or lamp light. Now, have some audio cues that are subtle - footsteps walking past you from behind are good. Creaky floorboards are also good - both for when the player is walking, and when they player isn't. These are bets triggered when the player is idle for too long, or if they do something seemingly innocuous.

Now apply something simple - a moving chair. The player enters a room with an old wooden chair. Play a cue that could cause the player to turn around momentarily, and while they're looking away, slide the chair along a little, either silently or with a very quiet noise. Whether they see the chair slide or not is immaterial - they'll notice it's moved if they missed it, or they'll look and see it slide. Creepy.

From there the sky is the limit. You've put the player on edge, now give a little shove with a small event - a breaking window or scream from somewhere outside - maybe a creepy whisper in one of the player's ears.
Sounds moving towards the player are good, but so is having things appear when the player isn't looking. Lightning flashes are a great way to play with this in the classic 'here one flash, gone in the next'.

Also, I don't think there's a better way to scare a gamer than to take his or her weapons away. The most terrifying part of Amnesia was knowing I had no choice but to run and hide and hope I wasn't found. If I had a gun I probably would have tried to kill the monster at every turn instead of needing a change of pants.
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Hangedman
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« Reply #11 on: July 26, 2012, 07:26:51 AM »

What if the player is expecting that? They're expecting that what is being labelled as "the truth" is, in actuality, wrong? How can that expectation be subverted?

Is there a way to use what the player may be expecting against them?


Perhaps you make the player expect to be ambushed around the next corner, so you plant the ambush. The player then goes around the corner, and is promptly accosted by a distressed NPC. Just as they breath a sigh of relief... BAM! An enemy frees itself from inside the NPC (like Alien), attacking the player

You just answered your own question.
Tropes are expectations, subvert them. Then subvert the subversion. Fear is uncertainty.
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Hangedman
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« Reply #12 on: July 26, 2012, 09:51:53 AM »

I love and hate horror games. But I do enjoy thinking about them. Should probably make one, get it from the other side.

In any case, I wrote a thing about the whole 'subversion' thing, 'cause I felt like it. Take it as you will.

---

People get caught up on examples when thinking about horror, but examples only help you make tropes. And tropes aren’t scary because we’re used to them.

So start from the beginning. Think about the basic conceit of your game, and where the horror will have to come from.

At the most basic, fear is uncertainty.

And so there are two tenets to good horror and nothing else is needed:

SUBVERT EXPECTATIONS
and
PACE THE TENSION

I’ll use examples to illustrate stuff, but focus on the points rather than the examples, they’re just illustrations.

---

Most people expect horror to be like a heartbeat. Drop, spike, even, drop, spike, even. In other words, jump scares. The problem with this, is it tires people out far faster. They do it automatically: they have to either get used to it, or they get weary and quit.

Most horror is actually like a sinewave. Pacing smoothly between high and low tension, with occasional subversion. This is less likely to tire people out as it gives them downtime and comfort to offset the surges of tension, but many people are very accustomed to it, as it gets predictable and it’s...what’s long been done, basically.

What you want to aim for is an arrhythmic pattern, still keeping both above in mind. Shock is necessary, pacing is necessary, but everything in moderation. Let your player rest, but never let them sleep, so to speak.

A random pattern can work in this regard, but it’s much better to plan it out yourself. Random patterns may let you down and artificially kill the tension and you’ll never know why because everyone’s experience will be different.

So: What you need to do is subvert expectations, and then let them get comfortable with the new subversion, subvert that, and so on down. Your aim is to reach BREAKDOWN before they grow too weary or bored to continue.

Breakdown is the state where their expectations have fallen apart completely. You could do anything at this point, and they won’t know how to react. This is where you can do random patterns, within reason. You still don’t want them to get too weary or comfortable.

Now in any given game, there might be multiple overlaid patterns going on. But they tend to be clearly separated from each other when you look at the systems.

---

An example of the heartbeat is in Amnesia, with the puzzle rooms.

You go into an enclosed room or set of rooms often to solve a puzzle, and almost always have to back out the way you came. There is always a monster there after it’s over. It’s an obvious spike that becomes more obvious and less effective as the game goes on.

X is a monster after. O is no monster.
OXXXXXXXXXXXXXXXXXXXXXX

Boring, and right quick.

Here’s how I would have done it: imagine there are 20 rooms in a row.
OXXXOOOOXOXXXOOXOXXO

Breaking it down into chunks:
O XXX OOOO XO XXX OOX OXXO

First O is teaching the player the game’s systems. They’re still vulnerable at this point and anticipation will do your work for you.

XXX is three in a row, shocking them each time in slighly different ways. They begin to fear by anticipation, but the first O room will leave them some uncertainty, and by the third room they’ll sort of think they’ve got it figured out.

OOOO is where you start to mess with them. Make the ambiance creepier, but leave them alone. Having more Os in a row than Xs will help make them complacent by the end, but they’ll never be absolutely sure, especially since  XXXOOOO also subconsciously tells them that there is no pattern.

XO is when you throw them off the edge. Attack them to ruin their complacency, and subvert their expectation of a chain of enemies.

XXX immediately turns that new expectation back on them. At first it will shock them again, but they’ll feel stronger by the third.

OOX is where you just ruin everything for them. XXX will remind them of the first XXXOOOO pattern. They’ll be expecting Os after the last few, and you’ll give them a couple, but fewer instead of more. Then hit them when they’re utterly unsure. Breakdown.

Beyond that point, just mix it up. Doesn’t matter too much. If you can get them over the cliff they won’t know what to expect at all. And then you can do whatever you like if you still have them. Just gotta keep the pacing moving.

---

A good example of effective arrhythmia is in the White Chamber.
When you step into a room and there’s a horror event going on, the style of everything is slightly (or severely) off. So you get used to that idea.

Then, at one point, you enter a central room, and all the paths but one are blocked by a giant dark fence and the walls are all messed up, and...well, you know. There’s only one way out, and you don’t want to take it because you’re expecting the worst.

But when you finally muster the courage to go in there, it’s normal. You solve a puzzle, your brain goes ‘directed me to the puzzle, no harm’. And then when you come back out again the fence is gone. All is well, you are comforted. You go into the next room and it’s all gone to hell when you’re at your most vulnerable. Fun fun!

---

Basically, just don’t get caught up in thinking about what other people have done. Horror gets caught up in shock and spectacle, but surprises are not scares. The subtler and smoother your tension is, the easier you can grab people. If you sidestep tropes entirely, people won't know what to expect and will breakdown far quicker.

Here’s a few things that can be done in any game at all that don’t involve ‘how do i get the player into a dark room’:

  • Change a thing. Change a background object, move something, something small and subtle. Most people won’t notice it, but their brain might. And if they do, it’ll freak them out all the same.
  • Have solutions to problems in-game that stop working. Pills that stop healing you, guns that run out of bullets, etc. I don’t mean make stuff break and make people hunt for it, make it an easy enough fix that they get tense without getting frustrated. And this differs in method from game to game, but let the player be the one who runs out. They'll make themselves tense as they run low, and even more when they know they have to use their last X. Don't take it from them unless it's vitally important, as they may feel cheated.
  • Have time be an omnipresent threat. Have sounds in the distance that sometimes sound closer. Have clocks on the walls. Make things take time to find. Time in horror always feels short, which is how it should be, even if you have all the time in the world.
  • Move doors. Or make doors go to the wrong places. It’s amazingly effective and can surge tension in an instant, but only use it once. As soon as you expect it, it’s useless.

Here’s a few things to rarely or never do:

  • Take control from the player. Horror is at its best when it’s happening to you. If they can’t do anything, they’ll feel less invested in it. (It’s a bad trope that this can make the player feel helpless. It can, but it backfires incredibly easily.)
  • Expect the player to try something multiple times. Seen some games do this, and while it might work to have a door not work the first time and then open when you desperately check it again, you can’t control your player’s level of desperation so it can mess with your tension curve, or just make them quit.
  • Have things that make no sense at all. Comedy will kill your mood and we laugh at absurdity. Have things be right, but wrong. Subversion again. Inversion just doesn’t work in something like this. Instead of being attacked by giant ants, being attacked by tons of ordinary but incredibly aggressive ants. Or the like.
  • Make them run from something they can see clearly. It just doesn’t work for the same reason why we can’t identify with someone being chased in a movie.
  • Take time to kill the player. Don’t make them redo 20 minutes of work because they missed a switch and were guaranteed to be dead anyway. Don’t drag out death scenes. Actually...
  • Kill the player. You should only die if you really screw up. Death is catharsis in a horror game. The fear of having to redo things isn’t sufficient to keep the tension from cratering when you kill the player.
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« Reply #13 on: July 26, 2012, 10:48:47 AM »

Extra Credits did an excellent Halloween episode on symbolism with respect to fear

Note: they credit the works (and highly recommend further reading) of Carl Jung and Joseph Campbell on the subject, from which they ripped (and bullet-pointed) most of this, but I'll relay it here since it's really good brain food. So yeah this is just me bullet-pointing the episode, these aren't my ideas.

So basically the idea is that there are 3 really useful places to find fear in games using symbolism:

The Self

This is (once again, the trimmed-down version) broken into 3 aspects

1 - What we believe ourselves to be
2 - What we are
3 - What we show the world

And apparently it's the place between 1 and 2 that is really scary, because it's where a lot of our self-denial exists. They use Silent Hill 2 as a good example of this because most of the creatures in the game are symbolic representations of the character's (and maybe even the player's) repressed sexual and abusive nature.

To me, the best place to find that would just be to dig as deep as you can and find what makes you uncomfortable, what you repress from yourself, and trying to expose that in a symbolic way, because there's a chance many others share that feeling. You could really get inside people's heads.

The Uncanny

Gamers are familiar with the term "Uncanny Valley", which means that something that is so close to being realistic/human-like that it just gets freaky because you can tell something is off, but don't know what it is. It's this unknown factor that makes the "uncanny" really terrifying/uncomfortable.

This is the one that really gets me, so I love when it's used intentionally in games, movies, and art. Extra Credits cites David Lynch's work as a successful use of the uncanny to disturb viewers, and those of you who have watched Lynch's films likely know what I'm talking about. Things always just seem off in way you can't put your finger on and it can create an immense sense of discomfort, fear, and/or anxiety in the viewer.

The Other

This is related to Xenophobia, which is basically just an intense/irrational fear of the unknown. This can be a fear of unfamiliar places, cultures, environments, or topics. I think this one is pretty clear.




EDIT: Oh and I guess there's the "Cheap Shot", like that dumb fucking headcrab-jumping-out shit or anything that blasts loud noises into my headphones suddenly. This is kinda like fear, but not awesome, interesting, or clever, so if you do this, fuck you and quit making games. <3
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« Reply #14 on: July 26, 2012, 11:34:26 AM »

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