Edited by MadProductions119, 31 December 2007 - 09:31 PM.
What Makes A Game Scary?
#1
Posted 31 December 2007 - 09:24 PM
#2
Posted 31 December 2007 - 09:29 PM
#3
Posted 31 December 2007 - 09:30 PM
#4
Posted 31 December 2007 - 09:49 PM
*LESS IS MORE. Don't have monsters just attack from everywhere. Instead, have the player constantly THINK he's going to be attacked by monsters, but only rarely follow through with it. Have occasional sounds of things falling over behind you, have it so you leave one room and when you come back it's a complete mess, constantly be seeing traces of 'monsters' as they leave or something. Like as soon as you enter a room, for a split second you see a monster leaving thought the air vent, or you see a quick shadow run past your flashlight.
*Don't overdo music. Use mostly ambient effects when there's no real action going on. Silence is scary, I would make a track of just a little bit of wind, and maybe a quiet creak here and there. I would also make it so you can just barely hear the players breathing and heartbeat.
*Limit the players view. Make it so he can't see a lot. I would recommend a lighting engine and make the room very dark, and give the player a flashlight.
*LESS IS MORE
*Pop outs are most effective at completely random times. You're often expecting things to happen when you open doors or pick up strange items. Instead have the pop out happen when you're just walking down a hall, or a few seconds after you open the door/pick up the item (after the player has let down his guard).
*LESS IS MORE
*Being alone works to enhance the mood a bit. The feeling of being abandoned and not having a 'safe place' can work to scare people. But be careful not to overdo it, it's still nice to have some conversation here and there. I would keep it around the same level you find in most "Resident evil" games, you spend most of the game alone, but you occasionally run into other people, and occasionally even fight along side them. This also adds fear of the side characters dying, which you can play out to your advantage.
If you pull all that off right, you don't even need that scary of monsters. They could be smiley faces and you could still give people the shivers. But I would make the monsters do quite a bit of damage, that way you're a little more cautious and ultimately a little more afraid of being attacked.
Good luck, I would REALLY like to see a gm game that pulls scary off well. (before I have to do it.)
#5
Posted 31 December 2007 - 09:55 PM
- Use simple things in increase the mood.
- Dripping water, dolls, and wind
- Dont make the lighting to dark, make it so you can still see properly.
- Stay away from loud music
- Make things jump out at you, ONLY after a medium length of being alone.
- Add strange thing. A hanging guy, a guy with his head shot off, etc...
I've got allot more.
#6
Posted 31 December 2007 - 09:59 PM
#7
Posted 31 December 2007 - 09:59 PM
It's definitely atmosphere. Yes, very general, I know, but it's simply the best answer. Audio and music has something to do with it, color schemes have something to do with it, lighting (or lack of it) has something to do with it, but even if all of these elements are present, they will evoke no emotion from the player if they are not coherent. You must have a clear vision of the atmosphere you want to create, and make every aspect of the game/scene conform to it.
Also; there's more than one way of making scary games. It doesn't have to be the 'creeping through the hallway/cave/dungeon/whatever waiting to die really suddenly' thing. Take a look at Call of Duty 2. Is it a horror game? No. Is it scary? At some times, yes. It's not that some evil monster is going to come around the corner and suck your brains out or whatever, it's the war atmosphere. Lots of smoke, gunfire, bullets whizzing past your head, realistic screams, artillery raining down, etc., plus a few particular cutscenes really melt away the 'I'm invincible, look out!" feeling and replace it with a feeling of mortality (though not to the extent of pure horror games).
#8
Posted 31 December 2007 - 10:48 PM
This doesnt look like somewhere you want to use the bathrooms...
And take things that the player would see as, comforting or pleasent and turn it into something that want to harm the player, such as children...
Allways have the player wondering, "What could be behind that door?"
And also, try and give the player information about the cenario through scary ways. here is an example...
Now this is a creepy way of letting the player know that not only has their son been kindapped by a creepy "thing", but they are no longer in the house.this is a game where you are trying to save your son, who got lost in a creepy house.
"You can here your sons voice and you can see a door at the end of the hallway. as you walk neerer the sound gets louder, so that you are sure he is behind the door. and the second you open the door, you see a dark shadow dissapear out the window, along with your sons screaming voice. you run over to the window only to see complete darkness......"
Edited by felpman, 31 December 2007 - 11:36 PM.
#9
Posted 31 December 2007 - 10:59 PM
Edited by MadProductions119, 31 December 2007 - 11:04 PM.
#10
Posted 31 December 2007 - 11:25 PM
4 guys bought a princess mummy, and the store manager warned them it was cursed. they said they weren't superstitious, and bought it.
one of them broke his leg, the other died from poisoning.
the one who broke his leg got infected and died a week later.
the 3rd guy died,
and the 4th guy donated it to a museum. He was found dead the next day.
After the person who was supervising the moving of it died at his station the next day, they thought it was bad luck. after the people who moved it were found crushed next day, they got rid of it.
over 100 years it switched ownership(and killed the owner) many times.
one guy who belived it was coincidences bought it, and had it shipped to him on a ship by booking a room for it. The ship's name was titanic.
#11
Posted 31 December 2007 - 11:58 PM
?Well, this certainly creeped me out, I'm not sure what it was exactly, but i'll tel you the story, simply tho.
4 guys bought a princess mummy, and the store manager warned them it was cursed. they said they weren't superstitious, and bought it.
one of them broke his leg, the other died from poisoning.
the one who broke his leg got infected and died a week later.
the 3rd guy died,
and the 4th guy donated it to a museum. He was found dead the next day.
After the person who was supervising the moving of it died at his station the next day, they thought it was bad luck. after the people who moved it were found crushed next day, they got rid of it.
over 100 years it switched ownership(and killed the owner) many times.
one guy who belived it was coincidences bought it, and had it shipped to him on a ship by booking a room for it. The ship's name was titanic.
How could that be incorporated into a game, or any aspect of a game?
Did you post that, just for the sake of posting?
#12
Posted 01 January 2008 - 12:06 AM
You'll be surprised how creepy it is
#13
Posted 01 January 2008 - 12:11 AM
#14
Posted 01 January 2008 - 01:01 AM
Ok, so to answer the topic's question, there's many ways. There's always the cheap, easy, and short way to do it which is simply have some scary looking thing jump out of a shadow, while some jumpy sound effect plays. Or, you could use atmosphere, which is harder, longer to do, and very effective (if done right).
Now, how to make an atmosphere. You're really aiming just for 1 thing. To keep the player in a constant state of fear. I'm sure some people here have played a scary game that it took them 2 minutes to just take another step in pure fear. Just take into account of what makes humans afraid. Usually, it's the inability to do something. Like seeing, some people are afraid of the dark. Make your game very dark with very limited sight, but not limited enough to render it difficult to play at all. This takes a lot of care, you have to have the perfect amount of darkness.
A second way would be to have creepy cut-scenes. Imagine your character is in a dark forest, but the cut-scene is taken from some animal's point of view, then it jumps away. Now you have the player feel like there's something out there, but the real kicker is that it doesn't pop out at you. You'll have the player constantly be on their guard for nothing. THEN, after they let it down, that's when the animal or whatever pops out.
Thirdly, graphics do help, but only when you really need them. I played a game here on the GMC, that got me scared out of just a plain brightly colored MS Paint smiley just because the atmosphere was good. I'm sure if you blood up some walls, or make the surroundings feel as if there's something lurking around, you'd be on the safe side.
#15
Posted 01 January 2008 - 01:05 AM
Yeah, don't make it too dark.
I hate having to search around in pitch black, its more frustrating then scary.
#16
Posted 01 January 2008 - 01:38 AM
#17
Posted 01 January 2008 - 02:23 AM
I was planning on make a scary top-down adventure game, so I compiled some things and traits that are seen in most scary games (actually scary games, not ones that just claim they're scary.)
*LESS IS MORE. Don't have monsters just attack from everywhere. Instead, have the player constantly THINK he's going to be attacked by monsters, but only rarely follow through with it. Have occasional sounds of things falling over behind you, have it so you leave one room and when you come back it's a complete mess, constantly be seeing traces of 'monsters' as they leave or something. Like as soon as you enter a room, for a split second you see a monster leaving thought the air vent, or you see a quick shadow run past your flashlight.
*Don't overdo music. Use mostly ambient effects when there's no real action going on. Silence is scary, I would make a track of just a little bit of wind, and maybe a quiet creak here and there. I would also make it so you can just barely hear the players breathing and heartbeat.
*Limit the players view. Make it so he can't see a lot. I would recommend a lighting engine and make the room very dark, and give the player a flashlight.
*LESS IS MORE
*Pop outs are most effective at completely random times. You're often expecting things to happen when you open doors or pick up strange items. Instead have the pop out happen when you're just walking down a hall, or a few seconds after you open the door/pick up the item (after the player has let down his guard).
*LESS IS MORE
*Being alone works to enhance the mood a bit. The feeling of being abandoned and not having a 'safe place' can work to scare people. But be careful not to overdo it, it's still nice to have some conversation here and there. I would keep it around the same level you find in most "Resident evil" games, you spend most of the game alone, but you occasionally run into other people, and occasionally even fight along side them. This also adds fear of the side characters dying, which you can play out to your advantage.
If you pull all that off right, you don't even need that scary of monsters. They could be smiley faces and you could still give people the shivers. But I would make the monsters do quite a bit of damage, that way you're a little more cautious and ultimately a little more afraid of being attacked.
Good luck, I would REALLY like to see a gm game that pulls scary off well. (before I have to do it.)
Verry good point man! I've also noticed that Music has some effect on the player, but even if it's not quiet or ambiant it can still be creapy. A good example would be the background music from the Shadow Temple in ocorina of time (it's rare to get a ZELDA example around here, so why not?) sure you could here the music, but there was just enough random moaning and groaning to make your hair stand up. In fact the verry FIRST time I played through it (I was ten or thirteen at the time) for quite a while I got chills just going out in the dark by myself.
And as far as blood and guts, even if you're targeting an older audiance it is possible to go overboard. I saw doom a while back.....sheese talk about overboard! Of course it could be just cause I'm christian, at least it didn't freak me out.
#18
Posted 01 January 2008 - 02:37 AM
Also salad fingers freaked the hell outta me when I first saw it, although I don't know why
#19
Posted 01 January 2008 - 02:41 AM
The unknown is scary-People fear the unknown
Mostly if something horrifying happened recently.
And a link to reality
#20
Posted 01 January 2008 - 02:42 AM
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