How do you write horror in vidya?
How do you write horror in vidya?
This is the only one that somewhat scares me
Just cram in as many jump scares and scripted sequences as you possibly can
Successfully fool the player into thinking they're not wasting their time, and when they finally realize, let them go do other things until they realize that's pointless too.
You know you've won when they're paralyzed with depression.
>no dumb
Play P.T. it teaches you a lot about horror game designs:
>define a clear pathway for player so that they don't lose focus;
>create a natural point of interest for players to look at that allows player to guess about the lore;
>have great physics that makes sense and aide immersion;
>have a sense of color that create uneasiness;
>create a sense of danger by introducing hazard that are clear in view
>>define a clear pathway for player so that they don't lose focus;
P.T did not do this at all
Boo!
I'm quite surprised horror is still a thing. It's all the same shit.
You described life in general.
With suspenseful horror and not 5-second jumpscare terror.
Not necessarily. We all have to eat, shit, etc. But where we shit, how we shit (diarrhea), what we eat and how good it tastes varies. The music we listen to WILDLY varies. The books, etc.
Horror boils down to the same things every time. Some dude with a traumatic past decides to go and kill other people. Some creepy woman disappearing and reappearing, some grotesque monstrosity attempting to kill you. They have cool designs, but ultimately nothing worth really exploring. Like Cry Of Fear with those floating women who have babies bursting out of their bellies with knives. It's a fucking great design, really awesome. But it's not scary. That's why I'm surprised horror is still around. Variations on a theme of creepy women, grotesque things attempting to kill you, people trying to kill the protagonist because of their past. Real scary.
are you sure?
If I'm going to take from shit that personally scared the fuck out of me like Silent Hill 2, Alien: Isolation, and even Amnesia, the biggest thing to take from them is that the player has a short term, shallow way of winning against their threat, but they NEVER actually win. Getting past your current threat can't feel like a complete relief. You should be acutely aware that you've only won yourself a brief respite, at best. That overbearing sense of dread from facing a threat that is truly greater than you can even imagine is so much more dreadful than anything that you can think of, and you should make the player steep in it. If the player ever feels like they have triumphed over the monstrosity that is haunting them, it should be merely a ruse to lure them into the security of believing that victory is possible. Victory is not a thing in horror. You don't win. At best, you survive. As a necessity you need the player to survive, but that should not feel like a victory state to the player. The player should feel like he lost. The player NEEDS to lose. You cannot have a nice, happy ending while trying to reinforce the themes of a hopeless horror story. Give the player something that won't make him sleep tight knowing he's the hero of the 4143'th story. Make him fucking lose. On top of it you can implant the hope that he might be able to redeem everything for the next game or DLC or whatever you planned. Whatever happens, the win-state does not exist. There is no happy ending. We're going for a horror story.
Atmosphere. labs X18 and x16 in Stalker are better than any actual horror game and Stalker isn't even a horror game itself.
And action games where a badass saves the day are different? Or the million JRPGs where a gang of colorful young people go on a globe-trotting journey and defeat a planet-wide evil? Or the shooting games where you run down hallways and shoot demons/zombies/infected that have invaded? Or the porn games where girls actually want your dick? Or the fighting games where you choose your favorite characters and wail on the opponent just to do it again? Or racing games where you race around tracks? Your argument is so flawed that I'm heavily suspecting it was a troll.
>And action games where a badass saves the day are different?
Absolutely. F.E.A.R. and Half-Life 2 provide wildly different experiences despite being FPSs released a year apart from each other. F.E.A.R. is focused on meaty gunplay whereas Half-Life 2 is focused on a long journey with physics.
Horror is tethered to gimmicks instead of solid mechanics like other video games. And gimmicks have a great tendency to outstay their welcome. After the hundreth creepy guy who doesn't quite move like a normal person should I've encountered in horror, (Afraid Of Monsters, Cry Of Fear, whatever), it's gotten stale. Outrunning a guy with a chainsaw is stale. It's all the same tropes.
That said, these of course still have effect on people who DON'T play horror all that much. So I suppose I should just end it and say I'm done with horror, outgrown the tropes.
>Or the million JRPGs where a gang of colorful young people go on a globe-trotting journey and defeat a planet-wide evil?
I don't like JRPGs.
>Or the shooting games where you run down hallways and shoot demons/zombies/infected that have invaded?
Doom, Left 4 Dead, House Of The Dead, etc. have mechanics that are satisfying to master.
>Or the porn games where girls actually want your dick?
Don't play porn games.
>Or the fighting games where you choose your favorite characters and wail on the opponent just to do it again?
>mechanics that are satisfying to master.
>Or racing games where you race around tracks?
I don't like racing games.
>tfw burned through ito's shit in 3 days
Rec me some more artists like this lads
>Absolutely. F.E.A.R. and Half-Life 2 provide wildly different experiences despite being FPSs released a year apart from each other. F.E.A.R. is focused on meaty gunplay whereas Half-Life 2 is focused on a long journey with physics.
And the same applies to horror. You sound like you have very little experience in horror media, so no wonder you think they're all the same. From your description of horror games, it sounds like all you've ever played are things with jump scares. Try some games that try to get under your skin with the atmosphere rather than just going "Boo!". I once thought I was getting bored with JRPGs too until I finally tried something that's not Final Fantasy.
>I don't like [genre]
Does not do anything to help your argument.
You don't.
Horror should be just horror, it's not something to laugh at.
it's about creating tension, that's why the beginnings of Horror games are usually the greatest part about HG
manga artists?
there is none like Ito
>And the same applies to horror
Not true, as I explained here:
>Doom, Left 4 Dead, House Of The Dead, etc. have mechanics that are satisfying to master.
Penumbra: Black Plague and Amnesia: The Dark Descent are both the same game: running away from a thing until it is gone. The window dressing is different, which is fine. The gimmick is the same. There is nothing to master. Which again, simply means I've outgrown horror for myself.
>Does not do anything to help your argument.
You don't understand. I wasn't addressing the racing game or porn games or JRPG games part of your rebuttal because I don't play or care about those. I'd even agree with you about those games. But we're talking about horror.
Tomie videogame when
I hate hiding against unbeatable evil, but that's probably the only way
Make it spook, that's it.
I really dig RPG maker horrors because they're usually about solving puzzles while there's spooky atmosphere going on around, so that adds up to pressure.
It's even better then there's something that constantly chases you, which is triggered by timer or progressing.
The fucking DRR DRR DRR haunted me for weeks in my nightmares, that bonus manga was actually scarier than Gyo itself
(which was more of a gross-out body horror thing instead of a spooky manga).
But why did they go inside the holes?
>2 hours
>no dump
the state of nuneo/v/
Kinda get tired from Amigawara desu. still waiting on the rest of untranslated Ito's stories.
use the advantages of it being a video game, fuck with the player and their expectations, mess around with menus, and subvert expectations with music and visuals, make the player generally feel uncomfortable and unsure.
All Ito's stuff is only superficially scary, everytime Ito gets dumped the thread always changes from horror to confusion because ALL his stories are kind of silly and always end after the climax.
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Wake up user
He probably found his hole, its too late for him now...
abnormality...... crypticism..... dark religious dieties.....