So we all know that their are close to no new good horror games so I thought we could make a list of do's and don't's for horror games I'll start the list:
-No combat or make combat your last choice. This is pretty obvious but if you make a good combat system which means you almost feel the punches you could make combat a more common choice.
-Make the enemies unnerving. This could be making them land in the uncanny valley somehow either by look or behaviour because the less we know the enemy the more we are going to be scared of it.
-edit: Don't show the main monster all at once. reveal it slowly but have some other monsters in their.
-edit: quite. If you time silence right you can make the player paint his living room brown. This also means NO NOTICEABLE MUSIC CUES FOR THE ENEMIES this is why I was never scared in dead space because I knew that no music cue means no enemies and when the music cue started I was ready to fight the enemies.edit: eerie music and some noises can be great at building atmosphere
-Keep thing unanswered. Yet again the less we know BUT this is a big but make the ending a ending give the characters a conclusion and to not have a 'the end? moment.
Also for added discussion value what game mechanics to you think could make and interesting horror game. For me bleeding and actually having to bandage wounds this could also be use against the enemies similar to what dead rising did with dismemberment but only make a very view weapons actually be appal to dismemberment the enemies and mostly making them bleed will help.
edit: other good ideas from other people:
- Involvement is a MUST. I wasn't scared when pinned to the walls by Alma, nor scared when I saw the man banging his head on the wall in Dead Space. Knowing something bad will happen, but having to continue as well is the best kind of tension and the easiest way to exploit the fear of the unknown.
- The monsters must be original. This is why Alma and the gas-mask children were scary in their time, until children were the antagonists EVERYWHERE. Monsters shouldn't be just body horrors either, like in Dead Space. If an enemy can exploit the unknown factor mostly by invisibility (such as the weeping angels "where are they now" or those invisible monsters in STALKER).
- Horrific revelations, but not cliche'd like "he's your" "Father" / "brother" / "evil clone". That moment in the recent Doctor Who series where they realise about those stone statues could have been horror if Doctor Who were actually a horror show.
- Draw somewhat from real-life as well as the unknown. Don't be all like "yea, I call these the Ancients. Scared yet?"
- Get us when we think we're secure. The obvious cliches for this is the elevator or bathroom (or they would be if they weren't cliches). For example in FEAR, we go down the ladder and there we go, Alma is looking at us while we're all "I think I'll just go down this ladder". Then you go down and realise you're undefended when she's right infront of you at the top of the ladder.
1. Simulation - Horror games should act as simulations. One of the best things about Amnesia and Penumbra were the physics; I truly felt a part of the world as I could interact with almost everything. You could push this simulation factor further by adding in things like Psyche (how your character behaves, such as beginning to fabricate shadows and hear noises) and Nerve (how well your character deals with running or combat).
2. Confrontation - There should always exist the oppertunity to engage in confrontation if you wish. That doesn't mean it's the best course of action or necessarily the worst, but simply leave it as an alternative. Combat in horror is generally left better to melee based, but even ranged can work when handled correctly (such as realistic reload times, accuracy affected by Nerve and very scarce ammunition which really needs to be looked for.
3. Threat - A threat should always exist in some shape or form. The chaff there for the cheap scares, whilst the true threat lurks in the dark, always hidden unless actively searched for. Quick, fodder enemies which can be lured into traps and stuffed into cupboards and rooms (at the risk of raising your Threat Level*).
4. The Threat Level - This would be my own little spin on the horror genre, essentially an invisible aggro metre that raises or lowers according to your activities. You decide to tackle the ghoulies with a candlestick; then face the increased threat as his buddies take revenge - eventually triggering that hidden enemy to begin huntin you down. However the more stealthy you are, the less run ins you'll have with enemies and you might be able to avoid the Big Bad all together; albeit at the cost of missed routes, items, documents etc.
3- Player Actions: Over the course of the game, the player should be thrust into situations where they will have to do morally questionable or outright horrific things to survive (harming innocents for your own survival, dispatching enemies in 'dirty' and inhumane ways and any other acts that will make the player feel guilty). It's important that the player is not given a choice, there should be no 'heroic' or 'good guy' way out of a dire situation, however, it is also important that the player isn't nagged or lectured over what they've done (having someone sound horrified at it being mentioned could work if done briefly), the only person judging the character's (and thus the player's) actions is the player themselves (no pop-up or screen telling you that you are now 15% more good or evil).
4- Wounding: Remember the system that some games have where specific body parts can be injured and crippled? We normally use that for army games (and Fallout) but it could be very interesting to see it in a horror game
-No combat or make combat your last choice. This is pretty obvious but if you make a good combat system which means you almost feel the punches you could make combat a more common choice.
-Make the enemies unnerving. This could be making them land in the uncanny valley somehow either by look or behaviour because the less we know the enemy the more we are going to be scared of it.
-edit: Don't show the main monster all at once. reveal it slowly but have some other monsters in their.
-edit: quite. If you time silence right you can make the player paint his living room brown. This also means NO NOTICEABLE MUSIC CUES FOR THE ENEMIES this is why I was never scared in dead space because I knew that no music cue means no enemies and when the music cue started I was ready to fight the enemies.edit: eerie music and some noises can be great at building atmosphere
-Keep thing unanswered. Yet again the less we know BUT this is a big but make the ending a ending give the characters a conclusion and to not have a 'the end? moment.
Also for added discussion value what game mechanics to you think could make and interesting horror game. For me bleeding and actually having to bandage wounds this could also be use against the enemies similar to what dead rising did with dismemberment but only make a very view weapons actually be appal to dismemberment the enemies and mostly making them bleed will help.
edit: other good ideas from other people:
- Involvement is a MUST. I wasn't scared when pinned to the walls by Alma, nor scared when I saw the man banging his head on the wall in Dead Space. Knowing something bad will happen, but having to continue as well is the best kind of tension and the easiest way to exploit the fear of the unknown.
- The monsters must be original. This is why Alma and the gas-mask children were scary in their time, until children were the antagonists EVERYWHERE. Monsters shouldn't be just body horrors either, like in Dead Space. If an enemy can exploit the unknown factor mostly by invisibility (such as the weeping angels "where are they now" or those invisible monsters in STALKER).
- Horrific revelations, but not cliche'd like "he's your" "Father" / "brother" / "evil clone". That moment in the recent Doctor Who series where they realise about those stone statues could have been horror if Doctor Who were actually a horror show.
- Draw somewhat from real-life as well as the unknown. Don't be all like "yea, I call these the Ancients. Scared yet?"
- Get us when we think we're secure. The obvious cliches for this is the elevator or bathroom (or they would be if they weren't cliches). For example in FEAR, we go down the ladder and there we go, Alma is looking at us while we're all "I think I'll just go down this ladder". Then you go down and realise you're undefended when she's right infront of you at the top of the ladder.
1. Simulation - Horror games should act as simulations. One of the best things about Amnesia and Penumbra were the physics; I truly felt a part of the world as I could interact with almost everything. You could push this simulation factor further by adding in things like Psyche (how your character behaves, such as beginning to fabricate shadows and hear noises) and Nerve (how well your character deals with running or combat).
2. Confrontation - There should always exist the oppertunity to engage in confrontation if you wish. That doesn't mean it's the best course of action or necessarily the worst, but simply leave it as an alternative. Combat in horror is generally left better to melee based, but even ranged can work when handled correctly (such as realistic reload times, accuracy affected by Nerve and very scarce ammunition which really needs to be looked for.
3. Threat - A threat should always exist in some shape or form. The chaff there for the cheap scares, whilst the true threat lurks in the dark, always hidden unless actively searched for. Quick, fodder enemies which can be lured into traps and stuffed into cupboards and rooms (at the risk of raising your Threat Level*).
4. The Threat Level - This would be my own little spin on the horror genre, essentially an invisible aggro metre that raises or lowers according to your activities. You decide to tackle the ghoulies with a candlestick; then face the increased threat as his buddies take revenge - eventually triggering that hidden enemy to begin huntin you down. However the more stealthy you are, the less run ins you'll have with enemies and you might be able to avoid the Big Bad all together; albeit at the cost of missed routes, items, documents etc.
3- Player Actions: Over the course of the game, the player should be thrust into situations where they will have to do morally questionable or outright horrific things to survive (harming innocents for your own survival, dispatching enemies in 'dirty' and inhumane ways and any other acts that will make the player feel guilty). It's important that the player is not given a choice, there should be no 'heroic' or 'good guy' way out of a dire situation, however, it is also important that the player isn't nagged or lectured over what they've done (having someone sound horrified at it being mentioned could work if done briefly), the only person judging the character's (and thus the player's) actions is the player themselves (no pop-up or screen telling you that you are now 15% more good or evil).
4- Wounding: Remember the system that some games have where specific body parts can be injured and crippled? We normally use that for army games (and Fallout) but it could be very interesting to see it in a horror game