New Horror-Game Mechanics

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Estocavio

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How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
 

Last Bullet

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Silver said:
Speaking of suicide, there was a game a while back I read about where dying was a major mechanic. When you died you lay there until someone came along, then you took control of the first person to see your body. Everyone had different abilities and skills. Seemed really cool, and something like that would be nice.

Having the player as something distinctly unhuman could be a very powerful thing, I think, if done well. If you play as a ghost-like being that can possess humans, it could be really cool. Add some bigger enemy chasing you, remove the players ability to fight back (humans can't hurt the ghosts, since they're incorporeal, but each other, so the host bodies can be destroyed, and you can't hurt the other, bigger ghosts in your ghost form), so you have to hide, and dodge, and come up with clever solutions. Maybe you can't hurt anyone directly, but indirectly you might be able to.
Really? That's pretty cool. I had a similar idea for an indie game for when I started to really get into Flash/game-design, but now I can just go straight to playing (hopefully). Any idea what the name was, or anything about it?
 

swolf

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Estocavio said:
How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.
 

migo

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Silver said:
Speaking of suicide, there was a game a while back I read about where dying was a major mechanic. When you died you lay there until someone came along, then you took control of the first person to see your body. Everyone had different abilities and skills. Seemed really cool, and something like that would be nice.
.
I believe that was Omikron: The Nomad Soul
 

Blemontea

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DJmagma said:
first person, no shooter. you know those moments where you see an enemy in the corner of your vision and jump out of the way just in time? imagine that, but not being able to move quick enough to dodge.
something like this would be good. FPS have better immersion and adding the fact your cant fight would increase the horror aspect polish out the wrinkles of FPS running and it would be really scary.
 

SL33TBL1ND

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Silver said:
The most important thing in a horror game is to not break the immersion. Ideally a player won't die a single time, but always feel really close to it, dying, and respawning or reloading will break the immersion. This shouldn't be done cheaply, the player should just be given the necessary means to escape death, at a cost, maybe being able to climb where enemies can't reach. Maybe being able to run faster by throwing away stuff in your inventory, or dropping your backpack (and losing everything).

Another important part is to not explain too much, that often ruins stuff. Let the players' imaginations run wild with vague hints, and don't explain things too well.
Care to explain the many deaths in Project Zero then? Because that game was fucking scary.
 

Nouw

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wootsman said:
your gun jamming randomly
A Message pops up: "Turn the safety off you dumbass! XD

I just want to say, I hate Horror Movies and such but love them in games.
 

rabidmidget

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How about one where you play as a blind/psychic/whatever person who's only way of seeing the environment is through sound. What I mean by this is that everything is pitch black, but making noise emits light for a short amount of time. This would be an interesting mechanic to do with enemies as, you have to choose between using the darkness to evade the enemies, or using noise to find your way around, without attracting the enemy. This could also add to the scariness of enemies as you could be walking along when you make a noise to inspect the surrounding environment, when you realize that some uncanny valley-esque creature is standing right next to you, or having an enemy roar, lighting up the room and, for a short amount of time, revealing his grotesque, lovecraftian form.

I would like to see how well this idea would work, as it plays on people's fear of the dark.
 

Sygmist

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Jul 15, 2010
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I personally love the feeling of going bonkers in a game. Voices start to play inside your head, you start to see things, you get tunnel vision... I've only experienced it in Call of the Cthulu: Dark Corners of the Earth, and I loved it. There was one game I read about that I can't remember the name of in which static actually started to go on the screen. The game wasn't just making your character seem insane, it was actually screwing with you. There was also an affect where you were walking on the ceiling, I believe. Real trippy.

I haven't had experience with first person non-shooters, but not for lack of trying. Amnesia: The Dark Descent looks haggard!
 

Estocavio

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swolf said:
Estocavio said:
How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.
Basically, yep. Having played Condemned, it does have alot of potential. What i don t get is why this hasnt been done...
 

Valkyrie101

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dathwampeer said:
may need a snip here
Wall of text much? But great idea, up until the part with the console failure; I don't like the idea, and it'd probably get a lot of people to turn it off and stop playing before they realise. And I'm not sure the red light thing is possible.

But that aside, I really like the idea of things changing and no one in the game world taking any notice. I'd extend it, not just NPCs but also the environment too. Obviously it'd need some consideration about when the changes take place without using cutscenes or similar, but definitely something that could work well.
 

Madkipz

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Apr 25, 2009
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I want to take the F.E.A.R to the next level, odd warning signs like suddenly your partners face suddenly has this creepy smile and raspy sound and the sounds growing larger, with a heartbeat music and the world growing increasingly odd like people vanishing in thin air or you crashing into invisible walls.

Temporary blindness or removal from your squad where all you have is sound and the knowledge of something utterly evil and menacing stalking them.

Toilet-scare is mandatory.

A ghost boss that can stop time, your team of ghost hunters dying instantly while a menacing laughter eccoes in that abandoned hotel floor.

Being assigned 4-8 different anti ghost, nightmare pills with suspect content that either work or let you see oddities in varying degree depending on how much of each and in what combination you swallow. XD

what i do have a problem though is coming up with a plot, a story etc.
 

swolf

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Estocavio said:
swolf said:
Estocavio said:
How about have the antagonist as a regular human being for once? I can guarantee that humans are more malicious, deadly and psychotic than any deformed monster.
So, what "Condemned: Criminal Origins" should have been? No offense, I liked the game but thought that the cult bit was pointless (and just a way to explain a sequel...seriously though, you're serial killer hunter after serial killers, do you really need to add that other stuff? How many people watch "Criminal Minds"?). The parts where it was more about the psycho were scarier than the whole cult bit which seemed kinda added on. Have you seen the infamous Tibbits scene? Check that out on Youtube. That was pretty scary. It's too bad they felt the need to continually break up the slow suspense with quick combat action which, kinda took away from the eerie bits.
Basically, yep. Having played Condemned, it does have alot of potential. What i don t get is why this hasnt been done...
If I had to guess why, I'd say $ and controversy (even though, as Vince Mcmahon says "controversy creates cash". BTW, according to Forbes.com [see http://www.forbes.com/2001/06/22/billdropoffs_print.html ] on Aug 2000 [in my opinion, that was around the "peak of the WWE"], his wealth was $1.1 billion and is "now" $700 million. My point being, when they were controversial, he became obscenely rich and, while they "clean up their act" his wealth has decreased). Anyways, for the most part (Rockstar had controversy with GTA and Manhunt but are also trying to "clean up their act"), game companies want to avoid controversy because it may give them a bad image. This is complicated by all the watchdog groups who still believe that games are for children and brainwash every person who plays them gets trained to become ruthless killers. So, yeah, creating a game with an "ultimate villain" human would be controversial. Also, they would probably be pressed to explain why that person acted the way they did or be considered "unrealistic". Um, I would also guess that it has to do with macho, ego, machismo (whatever you want to call it). I think the companies are trying to outdo each other with "who can make the bigger/grosser monster?" I would like to see this trend change but I won't hold my breath. I would also like to play a video game with a 360 projector, accurate motion controls, and a surround sound system which accurately reacts to the direction that I'm facing (it wouldn't make sense to view something on a 360 degree projection if the sounds still react as though you're facing in one particular direction). So, yeah, those are some of my thoughts.

Edit: Consider that last bit as my contribution, please? Thank you. (I would have talked about a "human antagonist" but somebody already ninja'd me to that response).
 

Dark2003

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Jun 17, 2010
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sandbox zombie-infested city, no slow moving zombie either, limited ammo, limited population, and no way out
 

Zetsubou-Sama

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Mar 31, 2010
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A scare-meter, that makes you lose the grip of your weapons, as well as killing you when you get too scared it would work like the longer you fight the more scared you'll get as well as making some of the exploring have frightening bits to make the player question if he should investigate or not, another thing would be that whenever a player let's go of a certain button in panic events the weapon or flashlight would drop and you would be in complete darkness until you found it again.
 

Harkonnen64

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Jul 14, 2010
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How about a survival-horror game that actually emphasises the survival aspect? I played both Bioshock and Fallout 3 (both excellent games by the way) under the guise that I'd actually have to be concervative on ammo, but once the game started I could literally find ammo just laying there in plain sight. What if there was a game that really did well at limiting ammo, and made melee much weaker so that in the event you ran out you would only have a chance of holding off (insert horrific enemy here) if it happened to be a very small group, otherwise you would have to run to save yourself?
 

andeve3

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Jul 14, 2010
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Dont show the player the antagonist(s), we fear the unknown, so it makes absolutely no sense to reveal the identity of whatever horrible monstrosity the player is facing. Oh, and do not give the player weapons.