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Horror game

Posted Sep 10, '11 at 7:35pm

Somewhat49

Somewhat49

1,608 posts

What would you think would HAVE to be included in a phsycological horror game? (warning: you can't post "zombies!" because it will be removed as spam.)

 

Posted Sep 11, '11 at 12:01am

EmperorPalpatine

EmperorPalpatine

4,977 posts

Perhaps move it to Popular Media and allow it to include ideas for movies/books too?

Anyway, the audience tends to look for someone or something to direct their hatred/tension/aggression at: a traditional villain like the guy with the curly mustache who ties ladies to railroad tracks. I'd say the unseen adversary is quite effective to counter that, such as Death in the Final Destination series. Masks also work well for this purpose, but the conflict and hatred is still directed at the person behind the mask. In the case of Death, the adversary wasn't even personified, which means there was no outlet for the tension, no villain to hate.

Also, it needs creepy music. Perhaps a music box style like this or, more mysterious and meaningful, this where it was used as an important plot device. Carnival music is inherently creepy, but it's usually unnecessary for anything other than being creepy. If you're going to use it at all, then use it in an odd backstory where something tragic happened at a carnival. Don't make it a random setting in-game.

Avoid unnecessary plot twists because they're too common. Perhaps one needed twist as a resolution like the main character is the one who caused the problem without realizing it earlier (or caused his involvement, such as in The Bourne Trilogy).

 

Posted Sep 11, '11 at 1:27am

bigfatkitty

bigfatkitty

333 posts

Being trapped. Being trapped somewhere with a monster after you...

Also surprise. And crazy faces...
Google Higurashi No Naku Koro Ni, it's interesting how it turns from a completely innocent story to a murder mystery to a psychological madness...

 

Posted Sep 11, '11 at 1:29am

bigfatkitty

bigfatkitty

333 posts

Oh and I mean the anime not the games :) The games were no QUITE scary enough.

 

Posted Sep 11, '11 at 11:52am

Somewhat49

Somewhat49

1,608 posts

Anyway, the audience tends to look for someone or something to direct their hatred/tension/aggression at: a traditional villain like the guy with the curly mustache who ties ladies to railroad tracks. I'd say the unseen adversary is quite effective to counter that, such as Death in the Final Destination series. Masks also work well for this purpose, but the conflict and hatred is still directed at the person behind the mask. In the case of Death, the adversary wasn't even personified, which means there was no outlet for the tension, no villain to hate.

I was planning on not adding a clear villian to hate, to game is going to be more of a survival than a real objective (other than brining down some bosses).

Also, it needs creepy music. Perhaps a music box style like this or, more mysterious and meaningful, this where it was used as an important plot device. Carnival music is inherently creepy, but it's usually unnecessary for anything other than being creepy. If you're going to use it at all, then use it in an odd backstory where something tragic happened at a carnival. Don't make it a random setting in-game.

I was aiming for a more intense music for kindof a climax when seeing something, for the rest of the game I really wasn't planning on having music, or if I do then some quite mysterious msuic.

Avoid unnecessary plot twists because they're too common. Perhaps one needed twist as a resolution like the main character is the one who caused the problem without realizing it earlier (or caused his involvement, such as in The Bourne Trilogy).

Yea I wasn't going to have many plot twists.

 

Posted Sep 11, '11 at 7:20pm

bigfatkitty

bigfatkitty

333 posts

Another thing you want is color/atmosphere. To be honest, candlelight and black is a lot scarier than blue and black or red and black. But there has to be black.

And you want sneaky enemies. It's scarier when you think whatever is in the game can pop out right behind you...

 

Posted Sep 12, '11 at 8:33am

Cenere

Cenere

12,941 posts

Knight

Perhaps move it to Popular Media and allow it to include ideas for movies/books too?

Nah, let's keep it here, and perhaps more general.

--

To be honest, candlelight and black is a lot scarier than blue and black or red and black. But there has to be black.

I beg to differ.

Anyway, I think most of the horror tropes would help you out, but one especially horrifying one is this, along with much of the paranoia fuel page for extra ideas.

On a more general term:
To make something truly terrifying, you should probably not follow any of those advices. No 'always night', no 'creepy house with something after you', no 'trapped and have to find a way out'.
Little is scarier than everything being normal, yet feeling slightly wrong. Or when you leave a room, and when you get back something has changed, you just don't know what. You just feel that someone has been in the room and done something to it, even if there is no possibility that could have happened.
The feeling of going slowly mad.

 

Posted Sep 12, '11 at 3:44pm

Somewhat49

Somewhat49

1,608 posts

Another thing you want is color/atmosphere. To be honest, candlelight and black is a lot scarier than blue and black or red and black. But there has to be black.

I was going to have for main colors, electric green, black, grey, and bright white.

And you want sneaky enemies. It's scarier when you think whatever is in the game can pop out right behind you...

I actualy am going for more phsycological horror than pop out, I was thinking of mainly having YOU walking into the enemies, not the other way around.

Little is scarier than everything being normal, yet feeling slightly wrong. Or when you leave a room, and when you get back something has changed, you just don't know what. You just feel that someone has been in the room and done something to it, even if there is no possibility that could have happened.
The feeling of going slowly mad.

Haha you read my mind! I was going to have for the plot you wake up in a special care place for mental patients and having a women over you saying, "I don't know what's gotten into him... Hi behavior started to be like this all after the 'incident'" and the docter replying "ok we'll keep him here for a while and then if he improves, we'll release him into your care."
Very simple intro, then he walks you to your room and you pass by someone sitting up on a strecher and waving a decapitated head at you and of corse you react, then the doctor looks back at you and says, "what's wrong this time?"
and you look back to where you saw it and it's just a nurse standing there waving a checklist at you to be friendly..

So what I was going for with the plot is the main character can't decide if he's going mad or if he's really sane.

 

Posted Sep 12, '11 at 5:18pm

EmperorPalpatine

EmperorPalpatine

4,977 posts

So... similar to that old Twilight Zone episode where the guy's on a plane and keeps seeing a creature on the wing, but it leaves whenever anyone else looks?

 

Posted Sep 12, '11 at 6:19pm

Riptizoid101

Riptizoid101

3,231 posts

The scariest thing would be something similar to like the weeping angels.

I quote from the top rated comments...

The angels are a work of genius, really. Being sent back in time would destroy your life, but you'd at least have a chance of living a fulfilling, if different life. But it's not the fate that awaits us that makes us so afraid. It's the tension, the fact that you and the angel have absolute power over one another, but if either of you wavers for a second, the other´╗┐ wins. Raw, undiluted suspense. Horror that doesn't shock or nauseate you, but thrills you. My favorite kind!

 
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