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The Psychology of Horror


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#1 masterofhisowndomain

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Posted 11 February 2012 - 07:47 PM

This is me throwing a few thoughts down on the page, based on some relevant sources and my own experience, about how to create fear and horror in video games; namely, how to create a psychological horror game. It's a sort of 'how-to' guide, as well as, I hope, a platform for some intelligent discussion about what creates and drives fear - will the ultimate aspiration of encouraging more people to create psychological/survival horror games. I will be using some relevant examples throughout in order to illustrate certain points.

The Imagination and the Unknown

Far more frightening than what can be visually represented on a screen is the images that our own imagination can produce. This is why often the most successful examples in the horror genre delay or deny the audience the chance to see the fear being embodied. A fear of the dark, for instance, is the fear of the unknown, it is a fear of those things that we imagine can inhabit the dark. The player should know the nature of the threat but not the specifics.

In the Silent Hill series, the fog that envelops the town serves as the perfect way of obscuring the player's view and keeping the player 'in the dark' as to what they are about to encounter. However, since the games lack a musical score through large sections of the game (particularly those where fog is used), the anticipation of an encounter with some kind of monster is created by a broken radio that crackles as monsters come close.

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Example of the use of fog from "Silent Hill 2".

In this way, we have the anticipation of an unknown threat; one which the player cannot prejudge and rationalise in order to make safe or comfortable.

Feelings of Helplessness

The most frightening visuals and musical score will only go so far unless the player has a feeling of absolute helplessness. There must always be the risk of negative consequences - of getting hurt - otherwise the threat that the fear should embody can never be fully realised. In many survival horror games, a feeling of helplessness is created by a method that could be known as "Resource shorting" - denying the player the resources to be able to dominate their surroundings; weapons should be able to break or run out of ammo, or be limited in how useable they are in certain situations. The player should be made to want to avoid confrontations altogether rather than seek out and destroy enemies.

An example I would like to use here, but which may need some explaining, is that of Dead Rising. I would argue that the beginning of this game is actually rather frightening. You come across a group of survivors penned up in a section of a shopping mall against a zombie outbreak. When the zombies break in, the only course of action the game lets you take is to escape. Meanwhile, other survivors are being killed all around you. Although the game simply doesn't let you save them, at this point, having just started the game, you're level 1 (out of 50) and inexperienced with the controls - even if you attempted to save them and the game let you, the chances are that you would fail. The whole scene serves to make you feel utterly helpless against the oncoming zombie assault. However, as the game proper begins, and you gain access to more and more lethal weapons, this sense of fear gradually subsides. Once you acquire guns and chainsaws, you can begin to feel rather relaxed about the whole affair.

Another case in point, though rather different, of this type / method of fear comes again from Silent Hill 2. The opening sequence appears, on paper, incredibly drab and boring; it consists of you walking James across a very lengthy path in the fog, encountering no enemies and where nothing happens. Yet, once you add an unnerving musical score (frequent bestial and mechanical noises) and actually experience it, something rather innovative happens. The physical length of the sequence contributes precisely to a psychological separation from the real world, to a sense of loneliness and the inability to turn back.

The Sound of Fear

The music of the horror genre has been considered often more frightening than the visual aspects. Part of the reason behind this must be the ambiguity and the aforementioned power of the imagination in creating fear; create the sound of something creepy, but whose identity or source isn't yet known, and you leave the rest to the player's imagination. What you also do is set up the anticipation for an encounter...

John Williams' score to the film Jaws is a great example of the way in which sound can come to be associated with a threat. The arrival of the Great White Shark is precipitated by the start of the music (see link below to remind yourself how effective terrifying this is). What is most ingenious though is the way in which the link between the music and the monster, and the anticipation this builds, can sometimes be broken for effect. On one occasion the shark attacks without the music, thereby frightening us even more, because we've been conditioned to associate the two.

Sound sample from the song "Jaws Theme" by John Williams.

This raises a significant point: the "music" of the horror genre is as much about the absense of sound as its inclusion - to have a climax there must be an anti-climax, tension cannot and should not be sustained indefinitely. Music and sounds are only effective when they are contrasted by periods of silence or minimal sounds. The repetition of footsteps on a surface, with nothing else playing, is one example. Music should be introduced when the player enters a new situation or locale, is about to stumble upon something, or to coincide with the discovery of something visual.

In the Irrational Behaviour podcast found in "Sources", someone talks about the creation of sounds from the familiar and everyday. This is an interesting point; if you can place something which people can relate to (e.g. furniture) in an unfamiliar setting or circumstance (covered in blood or in the middle of a corridor) then you will unnerve the player a lot more than by utilising something that is rarely seen. The same applies musically. The example in that podcast is of the sound of an un-oiled oven door being opened, a sound we may have encountered before; the sound could be amplified or distorted, or transplanted to somewhere unsettling - it becomes more frightening for being vaguely identifiable.

Sources
Friedman, Lester D. (2006). Citizen Spielberg. Champaign: University of Illinois Press.

Irrational Behaviour Episode 5 (podcast): http://irrationalgam...vior-episode-5/

Kirkland, Ewan. "Restless Dreams in Silent Hill: Approaches to Videogame Analysis". Buckinghamshire Chilterns University, 2005. http://www.meccsa.or...05-Kirkland.pdf

Music in the Horror Film: Listening to Fear. Ed. Neil Lerner. New York: Routledge, 2010.
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#2 chance

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Posted 13 February 2012 - 05:17 PM

You've done such a thorough job of describing the essential features of horror... there's little left to discuss. But +1 for well-written and concise summary.

I've always felt the early movie directors, like Hitchcock for example, did a great job of instilling fear in the audience -- mainly by NOT showing you anything to fear. They realized the audience's imagination was far more effective than any "effect" they could create themselves. They were masters at generating apprehension and foreboding, without using special effects. Often, with nothing more than a shot of a closed door.

Making the familiar suddenly seem very unfamiliar is powerful too. Best example I can remember is "Invasion of the Body Snatchers". The 1956 B&W version with Kevin McCarthy. The idea that friends and family -- people you trusted -- could secretly be turning into monsters, but still look and talk the same...

Scared the crap out of me when I was a kid.
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#3 masterofhisowndomain

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Posted 13 February 2012 - 09:56 PM

I've always felt the early movie directors, like Hitchcock for example, did a great job of instilling fear in the audience -- mainly by NOT showing you anything to fear.

Hitchcock is a fantastic example, I agree. I was going to use Psycho under another heading that I plan to write about creating a character with which the audience can feel empathy. His shot for the shower scene focuses entirely on the victim rather than the pursuer.

Making the familiar suddenly seem very unfamiliar is powerful too. Best example I can remember is "Invasion of the Body Snatchers". The 1956 B&W version with Kevin McCarthy. The idea that friends and family -- people you trusted -- could secretly be turning into monsters, but still look and talk the same...

Again, you've struck at another heading that I plan to write about the Familiar and the Uncanny, in which I was going to put the section about the familiar but distorted noises, and also add a section about monster / character design using the example of Silent Hill 2. :)

And The Thing can still frighten me to this day. Cannot look at Huskys without it in the back of my mind.
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#4 TheouAegis

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Posted 14 February 2012 - 04:45 AM

There was a mod for Half-Life I stumbled across. I think it's on my computer but I haven't played it. I got a minute into it and then quit. I'm a wuss. I mean, there's the They Hunger mod which was your typical zombie fairre, but this mod was... I dunno. You were on some insane psychotropic trip or something. You were in a bathroom with weird stuff scrawled on the walls and this creepy monster sound in the background. Then you walked through a portal and all you could see were blue, green and red dots and all you could hear was your own breathing. You had to follow the red dots...or maybe it was avoid the red dots. I forgot... but I died from the dots and stopped playing after that because those first two minutes unnerved me so much.

I dunno where that falls into the horror standards, though.

Obscurity seems to be one of the most popular ways. Aberrations are popular, but they're hard to work with -- if done wrong, you end up with more of a visual joke than a terror. Same with music. Personally what I hated the most in a lot of the horror games I've played is the LACK OF ANYTHING TO SCARE YOU. You know it's a horror game. You know there's a zombie or ghost or demon or whatever somewhere in the building with you. But where?! WHERE THE HELL IS IT?! SHOW YOURSELF DAMMIT! QUIT ****ING TOYING WITH ME!!!!

Sorry... I lost myself there for a moment....
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#5 Adequate

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Posted 14 February 2012 - 11:22 AM

Dissonant music
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#6 chance

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Posted 14 February 2012 - 11:41 AM

Hitchcock is a fantastic example, I agree. I was going to use Psycho under another heading that I plan to write about creating a character with which the audience can feel empathy. His shot for the shower scene focuses entirely on the victim rather than the pursuer.

That scene is a fascinating example of how Hitchcock manipulates the audience's emotions. Yes, he focuses on the victim and we have empathy for her. But he also creates a small amount voyeurism -- at least for the male audience. It's the second time in the film we've seen her undressed, so there's an element of sexual interest there.

Hitchcock manages to create sympathy, but at the same time that voyeurism makes the audience feel a bit of the attacker's viewpoint. I think those conflicting emotions is why that scene makes us feel so uncomfortable. It's more than just terror.

.

Edited by chance, 14 February 2012 - 05:24 PM.

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#7 masterofhisowndomain

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Posted 14 February 2012 - 05:18 PM

Dissonant music

...makes pancakes on a Wednesday? Dissonant music what? I'm not asking anyone you to write a page or even a paragraph, just a sentence would be quite pleasing... some sort of engagement with the topic.

Sorry... I lost myself there for a moment....

It's fine, I know it's a scary topic. :P

That Half-Life mod comes across as strange, certainly. Not sure if I would simply find it unplayable because it's a psychadelic trip rather than a scary experience though...
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#8 Adequate

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Posted 15 February 2012 - 08:52 AM


Dissonant music

...makes pancakes on a Wednesday? Dissonant music what? I'm not asking anyone you to write a page or even a paragraph, just a sentence would be quite pleasing... some sort of engagement with the topic.

Sorry... I lost myself there for a moment....

It's fine, I know it's a scary topic. :P

That Half-Life mod comes across as strange, certainly. Not sure if I would simply find it unplayable because it's a psychadelic trip rather than a scary experience though...


okay - dissonant music adds tension and atmosphere to a situation

actually all music does

but dissonant music creates unease as opposed to harmonious music
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#9 chance

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Posted 15 February 2012 - 12:59 PM

okay - dissonant music adds tension and atmosphere to a situation

actually all music does

but dissonant music creates unease as opposed to harmonious music

Yes, dissonance can create a startling / jaring effect. But many scary themes aren't dissonant at all. They're normal sounding music... just VERY scary:

Jaws
The Exorcist
Halloween
Friday the 13th
Rosemary's Baby


What makes these themes so scary?
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#10 twelveways

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Posted 15 February 2012 - 02:42 PM

Cant remember the music of Rosemarys baby or Friday 13th but I think with the others it is the instrument used and the timing between notes. Im not a musician so it's not easy for me to explain.

The Jaws one is played on a very low instrument, the tone is almost like that of Brown Noise, which is a sound that makes people feel uncomfortable, the music speeds up gradually which makes you know that something is about to happen. the mixture of discomfort with apprehension is a perfect recipe for fear.

With the Exorcist (Tubular Bells) it still has the build up but this is a build up of volume rather than speed as different instruments join in. This makes the viewer feel as though something that started off small is getting bigger and more important (rather than getting closer as in Jaws). The instruments themselves are ones that we dont hear very often which makes us feel a little uncertain I guess.

Anyway, jus my thoughts.
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#11 chance

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Posted 16 February 2012 - 11:20 AM

...the music speeds up gradually which makes you know that something is about to happen. the mixture of discomfort with apprehension is a perfect recipe for fear.

With the Exorcist (Tubular Bells) it still has the build up but this is a build up of volume rather than speed as different instruments join in. This makes the viewer feel as though something that started off small is getting bigger and more important (rather than getting closer as in Jaws).

Agreed. The gradual increase (in tempo or volume) suggests some impending event. In general, I think a lack of meter is a bit scary. Uneven spaces between notes throws off your sense of rhythmic balance.



The instruments themselves are ones that we dont hear very often which makes us feel a little uncertain I guess.

Yes, either unusual instruments, or instruments used in extreme ways. Remember those violins in the score for "Psycho"? They sound like a woman screaming.
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#12 Benxamix2

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Posted 16 February 2012 - 01:14 PM

The thing that scares me in horror games aren't the monsters, the sound, or the fog, or whatever...
What really scares me is to be afraid. What I intend to say is, I'm always afraid about some weird sound coming from nowhere, suddenly, in a heavy volume. The sensation of waiting for something to appear, without knowing when but knowing when, that's what really scares me in Silent Hill series.


This is a good scary sound, probably some of you knew it already.

EDIT: Link not working, here you got ==> www.youtube.com/watch?v=xGpoLnODIjU

Edited by Benxamix2, 16 February 2012 - 03:45 PM.

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#13 masterofhisowndomain

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Posted 16 February 2012 - 03:17 PM

Yes, either unusual instruments, or instruments used in extreme ways. Remember those violins in the score for "Psycho"? They sound like a woman screaming.

Agree with this 100%. I read that originally Hitchcock wanted the shower scene in silence, but Bernard Herrmanm convinced him otherwise. And it worked so spectacularly. I would say that the violins create a sort of twisted parallel to the womans own screaming, and together it's a kind of unnerving cacophony - even when she falls mostly silent after the attack, you have the physical torment evidenced by the continuing violins.

Also, for interest: http://www.youtube.c...h?v=81qweiWqyTU (Psycho shower scene with and without music)

This is a good scary sound, probably some of you knew it already.

The first few seconds have the repetition of a woman's voice, who seems to be saying, 'Do you like that?'; the horn/trumpet sort of sound is the kind we associate with pomp and celebration, but when it's grainy and distorted like this it's deeply troubling. An excellent example of what I talked about in the OP about familiarity being unsettling.

Interesting to compare with the Silent Hill radio.
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#14 greep

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Posted 17 February 2012 - 12:53 PM

Somewhat infrequent save points. While normally terrible for a game, it can really keep you on your toes if death isn't meaningless. Alternatively, normal saves but dying has some sort of semi-permanent effect.

Also, complete lack of allies. Or at the very least, none you can trust. Add a single friend and you get a sort of instinctual "I've got your back" feeling.

Edited by greep, 17 February 2012 - 12:54 PM.

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#15 andotherisms

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Posted 19 February 2012 - 07:38 PM

Interesting post. You're right about the function of not-seeing in horror design. I think it's something that's always been there in any horror game, consciously or not. Even the early Resident Evils had (I find) unwieldy camera control that was always in the way of properly sizing up what enemies you were facing, and thus driving up the felt danger in any encounters. More recent fare like Amnesia on PC pushed the idea by explicitly penalizing the player for trying to look at what's chasing them. This last game is a very good experiment in turning a mode of seeing (FPS) associated with seeking-and-destroying (dominance) into its opposite.

Edit: I'm reminded of one moment in Mirror's Edge where you're running from pursuers and your radio contact tells you "you don't wanna look at what's chasing you", really driving home the feeling of danger.

Edited by andotherisms, 19 February 2012 - 07:42 PM.

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#16 masterofhisowndomain

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Posted 19 February 2012 - 09:47 PM

Somewhat infrequent save points. While normally terrible for a game, it can really keep you on your toes if death isn't meaningless. Alternatively, normal saves but dying has some sort of semi-permanent effect.

That's what I enjoyed (and disagreed with most everyone else about) in Dead Rising, the infrequent save points and single save slot. If you played the game properly and fully (i.e., running paniced between the story mode and saving survivors), then it really puts you on edge.

Also, complete lack of allies. Or at the very least, none you can trust. Add a single friend and you get a sort of instinctual "I've got your back" feeling.

Agreed, but I'd invert this and say that having to escort someone really ramps up the fear. We fear loss, and if you add to the main character another character that is your responsibility to protect, then you essentially double (or more, considering their vulnerability) the potential for fear of risk. I return to Silent Hill 2 (again), and the example of Maria - she has that ambiguous connection to what James is after (his deceased wife Mary) that means we want to protect her, and yet even though we try our best she still dies over and over again.
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#17 Yal

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Posted 23 February 2012 - 08:55 AM

...dies over and over again.

...it can really keep you on your toes if death isn't meaningless.

We're getting onto something here... One thing that can really take you out of the Suspension Of Disbelief and immersion is dying in the game, especially repeatedly. When a passage is difficult and you keep dying in the same place, you'll get annoyed. And when annoyed, getting scared is a lot harder. And obviously, playing the same passage over and over will take away the suprise when new stuff shows up, meaning that you won't get scared because you know exactly what's coming.

There's an interesting balance here. If the game is too safe, the player will start to feel save unless the developers keep feeding him with fearful stuff. If the game is too unsafe, the player will keep dying and get annoyed and experienced, thus getting some immunity about the fear.

According to this argument, then, a really scary horror game should make the player feel like in mortal danger (more or less) constantly, but actually have relatively minor and (technically-)easy-to-escape threats most of the time.
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#18 Benxamix2

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Posted 23 February 2012 - 01:00 PM

There's an interesting balance here. If the game is too safe, the player will start to feel save unless the developers keep feeding him with fearful stuff. If the game is too unsafe, the player will keep dying and get annoyed and experienced, thus getting some immunity about the fear.

According to this argument, then, a really scary horror game should make the player feel like in mortal danger (more or less) constantly, but actually have relatively minor and (technically-)easy-to-escape threats most of the time.


Excellent answer.
Actually Silent Hill 2 wasn't that hard. Even when Pyramid Head appeared, it was easy to find a way out.
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#19 xhawkeyex

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Posted 23 February 2012 - 01:39 PM

A game I like to come back to when it comes down to horror games is left 4 dead. This game isn't really as scary when the game is bright, but there are parts in the game when a witch could spawn in the dark (then causing you to turn off the light to prevent disturbing the witch. This really makes the the scary scale rise). When playing a mission, you will here a dramatic change in the music that makes you think "Uh oh, RUN AWAY" because you know a tank is going to be five feet in front of you.
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#20 masterofhisowndomain

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Posted 23 February 2012 - 09:04 PM

There's an interesting balance here. If the game is too safe, the player will start to feel save unless the developers keep feeding him with fearful stuff. If the game is too unsafe, the player will keep dying and get annoyed and experienced, thus getting some immunity about the fear.

According to this argument, then, a really scary horror game should make the player feel like in mortal danger (more or less) constantly, but actually have relatively minor and (technically-)easy-to-escape threats most of the time.

Very true. I wouldn't even say that the player necessarily gets annoyed, or at least I don't think that's the emotion that the developers should be wary of; the player might get comfortable with the concept of dying (i.e., once they understand its repercussions are not forever, the threat becomes rather meaningless). I agree with you that games should maintain a constant sense of danger - the threats should be far easier than they seem (a good example being huge labouring enemies that are scary but actually unlikely to cause any harm to a quick player).

When playing a mission, you will here a dramatic change in the music that makes you think "Uh oh, RUN AWAY" because you know a tank is going to be five feet in front of you.

There's a funny story in that. I was playing L4D one evening and going down a long office corridor in the first level (third part?). And suddenly, without any music, a Tank is stood in front of me, and punches me. And I actually screamed. I was taken in by the whole music association idea - without the music, I did not expect a Tank, and therefore it was bloody frightening! ^_^
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