Make your own scary game

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swolf

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All right, so I recently did one of these about the Kinect and that got me thinking. Anyways, it's the same scenario. Like I said in that other thread, I don't like to complain about a problem unless I have recommendations on how to fix it.

Anyways, so you work for a video game company and get assigned to make a scary game. It HAS to be the best of the best. They are paying you for your genius so let's see it. Keep in mind not to say anything that would upset the mods (if you think of something that you think might anger a mod then just PM it to me). Also,

My thoughts:

-It would be similar to "Condemned" game. I say we take the idea of the psychos and make it crazier. Who wasn't freaked out by the Tibbits scene? So, you would be a normal person who gets captured and has to escape. (Oh, I wasn't a fan of the
cult mind control bit...I mean, it would be more realistic if they had it as brain washing but I don't like cults in games. That's just my opinion.
)

-Now, this would then add a touch of "Silent Hill". There's ominous messages about and you have little to no idea where to go, danger at any turn, etc.

-Then, a splash of "Disaster Report", where there are multiple endings available throughout the game. You can choose to simply end the game by escaping or heading back in. For an example, let's say that you've helped save somebody else but then you hear some screaming from a basement/attic window or something. You can choose to simply leave and you will see an ending sequence and the credits OR you can turn back around and head back in. (Yeah, there will be an acheivement for "completely" finishing the game.)
-I would also make it Kinect-capable. By that, I mean that it can be played by using either the Kinect or a traditional controller.

Feel free to either make your own ideas or add on to mine. For continuity sake, I say that if you're adding ideas, do so by quoting. If you're editing somebodyelse's idea, do so with a quote and an explanation (just don't flame or say something like "because that's lame.") without adding an improvement. Oh, feel free to snip whatever bit you're not referencing to keep this from getting too long. Thank you and enjoy!

OT: I tried using the searchbar and didn't see this. If I'm wrong, I'm sorry.
 

Judgement101

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Atmosphere-Metro 2033
Melee-Condemned
Graphics(How detailed. Not what it would resemble)-Crysis
Movement style-Battlefield Bad Company 2
Horror Stype-Silent Hill 2
Difficulty-System Shock 2
Story-cross of Silent Hill/Metro 2033/ and the Fallout 3 Dunwich Building
 

Gralian

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Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
 

Judgement101

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Gralian said:
Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
Isn't that Indigo Prophocy/Farenheit?
 

martin's a madman

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Judgement101 said:
Atmosphere-Metro 2033
Melee-Condemned
Graphics(How detailed. Not what it would resemble)-Crysis
Movement style-Battlefield Bad Company 2
Horror Stype-Silent Hill 2
Difficulty-System Shock 2
Story-cross of Silent Hill/Metro 2033/ and the Fallout 3 Dunwich Building
Combat-Pokemon.

Am I doing it right?
 

swolf

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Gralian said:
Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
Y'know, that sounds intriguing. The player thinks that they are the captive but they're actually the captor? Now, that would be a time I think I'd be fine with adding "Cult brainwashing" in a game in the style of a certain game
Bioshock

martin said:
Judgement101 said:
Atmosphere-Metro 2033
Melee-Condemned
Graphics(How detailed. Not what it would resemble)-Crysis
Movement style-Battlefield Bad Company 2
Horror Stype-Silent Hill 2
Difficulty-System Shock 2
Story-cross of Silent Hill/Metro 2033/ and the Fallout 3 Dunwich Building
Combat-Pokemon.

Am I doing it right?
I was thinking more along the lines of scenarios and stuff but this is interesting as well. What about the AI? And character interaction? Would that be like Mass Effect?
 

Judgement101

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Mar 29, 2010
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martin said:
Judgement101 said:
Atmosphere-Metro 2033
Melee-Condemned
Graphics(How detailed. Not what it would resemble)-Crysis
Movement style-Battlefield Bad Company 2
Horror Stype-Silent Hill 2
Difficulty-System Shock 2
Story-cross of Silent Hill/Metro 2033/ and the Fallout 3 Dunwich Building
Combat-Pokemon.

Am I doing it right?
Sure why not add pokemon, my game idea is already pure awesome so lets make it better!
 

Gralian

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Sep 24, 2008
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Judgement101 said:
Gralian said:
Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
Isn't that Indigo Prophocy/Farenheit?
Fahrenheit got a bit too outrageous with it's "insanity effects". I think at one point the floor started falling away? I don't mean over the top, wacky insanity effects. Something more sensible such as having the protagonist change the way he interacts with others by snapping at them now and then for no reason. Maybe he talks to himself now and then. Maybe he sees a shadow move on the floor when nothing's there. Stuff like that. Call of Cthulhu had a good bash at trying to implement insanity in a meaningful way.
 

swolf

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Gralian said:
Judgement101 said:
Gralian said:
Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
Isn't that Indigo Prophocy/Farenheit?
Fahrenheit got a bit too outrageous with it's "insanity effects". I think at one point the floor started falling away? I don't mean over the top, wacky insanity effects. Something more sensible such as having the protagonist chanwge the way he interacts with others by snapping at them now and then for no reason. Maybe he talks to himself now and them. Maybe he sees a shadow move on the floor when nothing's there. Stuff lilac that. Call of Cthulhu had a good bash at trying to implement insanity in a meaningful way.
I would add the twists from "Secret Window" and/or "Shutter Island"...and a similar ending if you play it a certain way.
 

manythings

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Judgement101 said:
Gralian said:
Make a game where you spend the entirety searching for a serial killer... Who turns out to be you!
Alright, it's a bit cliche. But I think horror games in general should focus more on emphasizing the psychological aspects of the character and trying to project that onto the player to get them drawn into the world and atmosphere.
Isn't that Indigo Prophocy/Farenheit?
There is a movie called Memento that is pretty much that.
 

BenzSmoke

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If I made a horror game I'd want it to be something like this [http://www.youtube.com/watch?v=ljpE0K6TKrU], but darker in tone.
 

I Max95

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first person game were the player character's name is never given nor his voice
your inside a building that never ends with hardly any light with monsters that wont die no matter what you do to them
basically all my worst nightmares
 

Mersein

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Oct 6, 2009
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Hmmm... something that'll scare people...
{Do not read the following if you are easily offended, I rather like having my genitalia in place.}

A short, stealth based game, limited to around twenty levels of around half an hour's duration each. (depending on just how crazed you are)
Your role is to create the horror for others (as you are cast as the serial killer) with levels becoming incrementally more disturbing in content and available deadly methods as you progress (ie. in the beginning you kill a healthy, young man through means of lead pipe applied liberally to the skull while in one of the final levels you find yourself eviscerating a child afflicted with down syndrome before ending the deal with a healthy dose of immolatoin).
Now of course because of the need for a bit of sadistic catharsis each level would contain 3 core methods (strangulation, bludgeoning and stabbing for example) and extra methods depending on the setting (ie. in a back alley you have the option to make your victim OD violently on the coke you steal from a junkie's house and in a fat rendering plant you have the option to make your victim fall into a renderer, slowly burning as they cry out their final pleas for help).
Because of the dynamic nature of this type of game every murder cinematic would have to be in rendered in-engine to account for whether or not a victim previously escaped from a different attempt (ie. scars left from a failed knifing present when the victim goes to sleep only to be suffocated with the still-warm corpse of their beloved 'Rex').
Achievement points and bonuses for 'stylish' or especially torturous kills.
Kinect play could be fun though multiplayer is ill advised.

I imagine if you have read all of this you are either reading it again because you are a very sick puppy or have recently returned from the bathroom because you have just been violently sick. The horror here comes from the disturbing way in which these deaths are presented, by your own hand.

The point I'm trying to get at here is that horror games work by taking us outside our comfort zone and we need to find more ways to harness this than simply having monster B jump out from corner X.

Note: Do I think this particular game model should be made? No, chances are whichever company took it on would quickly find themselves being stormed by fox news and bankrupt soon thereafter. I just want gameplay that scares me out of my wits.

Wow, left the topic about twenty miles back... Whoops.
 

nuba km

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my horror game would be concentrated on the enemies:
-the stalker: completely invisible can crawl on walls and ceilings
-body bag: this enemy is made completely out of corpses and two claws (shaped like a praying mantis) to crawl towards you it is about 3m in diameter and blocks your path. if it grabs you some of the bodies it's made of starts biting and clawing at you and they start reaching for you if you get close. they also take a betting before they die.
-axeman: this monster has a axe blade where his hands and head should be and he can hack down most doors and obstacles.
-corps spider: it is a 5m tall spider thing made out of corpses that are hungry also if one corpse from the torso up where the head is supposed to be. this is the main monster of the game. it takes corpses it finds to make more monsters to keep it company.

I still have to think of more monsters.

story:
A small island just disappeared one night some people from the island end up on the shores of places they make no sense. you find out that you were born on this island and you had a sister and a picture of the island (found on you) you grow up with stories about what happened to the island and you become a sailor hopping to find it one day. one day you are out on your boat when the waves become perfectly still there is no noise but your boat is still being pushed somewhere without you being able to do anything about it you start seeing a island you instantly recognise it due to it being the island in your picture having no choice you go on to the island you start hearing noises when you see a body bag (the enemy) and that's where the game starts. you soon start learning about what happens and that your past has a lot to do with it. you also meet other people that have ended up there and people that have survived there.

game-play:
you will be advised in the Manuel to avoid fighting when possible. your weapons will be mainly house hold objects. you will be trying to survive and avoid the monsters a lot can't open locked or blocked doors which is what you will do put if you have to go back that way after in the game it could still be locked so you have to unlock it while monsters are chasing you. you also have a heart beat monitor on you hub the higher the heart beat goes the harder it is for you to do certain tasks like reload a gun of unlock a door. your guns can jam two types one were you have to press the reload button so a stuck shell can drop out of the gun and another were you have to press the reload button to take out the clip and then you have to press the reload button till the stuck shell drops out you can see if the jam is the second type is by a clear movement of taking out the clip but no movement of putting the clip back in. you can also lock pick in the game the lock-picking mini game will appear in the middle of the screen but the game dose not stop so you have to keep an eye out and listen for enemies.

please tell me what you think.
 

nuba km

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Mersein said:
what about if i was in a normal house could I turn on the gas stove and make a bit of noise so the target comes into the room then i hold his head against the stove so he is badly burned then smash his head into the fridge and beat him to death slamming the fridge door in his face then leave "your hot then your cold" playing in an endless loop at the crime scene. (also please look at my idea for a horror game)
 

TheLiham

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Apr 15, 2010
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I personally would make a Silent Hill like game but a First Person (not necessarily a shooter) using the source engine with a single companion and anonymous player character
 

lasherman

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Suspense: The Game!

Imagine this... you're walking around a deserted town at night, when you turn the corner, and blam! Nothing is there! So you turn around, and blam! Still nothing! You spend the whole game walking around this deserted town (for some reason) and... nothing happens! It turns out that there never were any ghosts or monsters in the entire game, even thought it's really spooky.