>jump scares/flashing screens for little reason >orchestral hits accompanying moments
Things i like seeing
>rarely seeing monsters/whatever is tormenting you >silence/musicless atmospheres
The lack of sensory cues is much better imo
Seeing a jump scare or a monster appear in a hallway for a second is boring.
Thinking something is around you at all times and questioning your own mental sanity when your eyes play tricks on you is better.
Silence adds to the fact, in that every sound becomes a potential factor of fear. Something walking a floor above you, or like, passing by a rocking chair and as you leave the room hearing it creaking is a lot more atmospheric and i barely see that shit.
Fear is primarily driven by perceptions of the unknown, I like games that penalise you for making contact with the enemy.
What I hate is the enemy being something generic like the 'darkness' or the 'unknown'. A good example is Downpour's darkness, which is just black paint chasing you. Or Amnesia's jello enemy the 'Shadow' which is a blemish on an otherwise incredibly polished game.
>>267695619 I don't claim to be a great writer or conceptual artist, but I know when an idea has been done to death and doesn't pack the same punch any more. Variety is the spice of life. Sure it's more difficult than sticking to the tried and true, but it yields much better results if executed correctly.
>>267691439 Sound is pretty much everything, whether people realize it or not. Certain low notes put people on edge, and sudden loud sharp noises like violin strings give people jump scares regardless of whats on screen. Hollywood has milked this for decades, and haunted house attractions do the same thing. Sound is our fastest processed sense, and most acute. You can't see things in the dark at night, so you listen for them, and it puts you on edge of fight or flight.
>>267696981 Also, first person. As much as I like 3rd person so I can look at the character, the most important part of horror is immersion first and foremost. If you don't feel immersed in the setting it's never going to be scary.
For pretty much anything else, especially games where you create your character, I prefer 3rd person.
>>267697187 Looking through a crack in a door and seeing something move by. Having something constantly be just outside of your peripheral vision. You can know something is there without having it be directly in the center of your screen.
>>267691128 This is something I'd like to see in the context of a survival horror, no guns, escape the place type game.
A monster with closed eyes, no arms and wrinkly leathery skin. It doesn't do anything and it's completely different from all the other monsters you encounter, it's the only one that doesn't attack you. All it does is follow you and it seems to cherish your attention. You see it every so often in a room full of monsters just sitting in the corner.
You know it's the same monster every time you see it because it smiles (not creepily) when you're near, as if it's genuinely happy to know you're there. During the course of the game, the monster gets less and less responsive to your presence until the point where it doesn't react to you at all, it just sits and "stares" blankly into a mirror with it's eyes closed.
The reflection in the mirror shows a beautiful creature with glorious wings, colourful and happy looking. As you get closer to the mirror the beautiful creature in the mirror looks more and more depressed. You hear crying behind you. As you turn around the monsters eyes are wide open, staring at the mirror. The monster doesn't do anything. It just stands there and cries. It moves close up to the mirror and it cries, and it cries, and it cries, and there isn't a single thing you can do about it.
One type of enemy that has two huge claws and a mouth FULL of pointy inward facing teeth. Think: My Neighbour Totoro if Totoro was 90% mouth.
All they do is advance extremely slowly towards you softly crying single phrases like "Please... just leave me alone" "Don't come any closer" "Please... don't hurt me" With humanlike voices, each of these monsters has their own uniquie phrase. If they reache you, you die almost instantly..
Later on in the game you'll see the first human you've seen the entire game through a window. You talk through the intercom and all of a sudden the door flies open. In stumbles one of those creatures. As it makes its way towards your new friend he backs into a corner going "Oh GODDD NOOOO I don't want to DIEEEE" it reaches him, and eats him whole. The creature then turns towards the window, looks at you and goes "Oh GODDD NOOOO I don't want to DIEEEE".
>>267699096 Dude... I literally wrote this back in 2009. and rewrote it again right here >>267699078 a few seconds before you posted. What are the fucking chances that 5 years later we're in the exact same fucking thread. Holy shit.
>>267699078 >>267699096 well this is awkward I do like the idea, but the concept of isolation and a more singular enemy is more what I'm thinking about. Although I may use a bit of this idea to be honest
Have been writing a light-horror game, with the option to go full hardcore horror whenever the player wants to.
Basically a "safezone" building phase and an exploration phase. If you go to the exploration mode you can end it only by getting back to the safezone, or dying. Each playthrough has a bunch of different characters and it's game over if too many die.
Not really sure yet how I would build the world but it is pretty much a colony-ship stranded on an ancient alien-city, on a melted ice planet. So pretty much everything underwater. And big fish and possibly other things.
So, either build up the base, go explore the sunken city(story and shit), or just... go swimming (which would be the most rewarding and scary part)
>>267698218 Doesn't really seem creepy, just a bit unsettling and depressing that the only creature intelligent enough not to attack you realizes that its a terrifying abomination. Would be cool and really add to the game as long as it wasn't a key point of the story or an important character, just something that adds to the overall game.
What do you guys think about Corpse Party? I thought the atmosphere was very unsettling. It wasn't the ghosts mostly, it was knowing that some driving force in the story is out to kill you. And if you die there, your pain that you died with is forever.
I don't really need to be scared in a horror game. Creating a good, creepy and unsettling atmosphere is enough for me. It's enough for me because most "horror" games now is nothing but shitty jump scares, monsters you mow down by the dozens and well lit areas.
bad tropes: >jump scares with orchestra hits jump scares are fine, and are necessary (for me at least) to make a game truly scary. but the scare shouldn't be the sudden startling musical effect. jump scares would be better without sound. just the thing that actually jumps out. >bad AI vision cones/peripherals not really a trope, but a consistent problem that even Alien Isolation has. if you stand around the corner from a door, anyone who walks through won't see you, even if they're within 2 feet of you.
good tropes: >good sound design >being chased like the vents in Amnesia: Justine, when something is obviously behind you and after you, but you don't want to turn around, and rush to a safe place. Running to lockers in A:I bestills this feeling in me REALLY well. genuine fear. >scary monster design We need more of this. the spoopy androids in A:I, Walrider and the twins in Outlast, Ao Oni, and the Amnesia: Justine monsters. Shit like Slender man, zombies, and the normal Amnesia monster aren't really scary. We need more uncanny valley. take inspiration from things like Jeff the Killer, that bitch from the Exorcist, and other designs that genuine make people uncomfortable on an instinctual level. this is VITALLY important. >no pausing the game for Dead Space and A:I done good with the inventory system being an in-game interface that doesn't pause the action. also, I don't know of any games like this other than Dark Souls, but not being able to pause AT ALL would highly ramp up the spoop factor
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