TheProfessor234 said:
Now, what I was thinking is, what if there was a horror game where you could fight off some of the ermines but there would be those which are un-killable or they become just enraged when you attack them, thus rendering your normal skills useless. That could be seen as scary, right? So here's my question, what would be more scary / threatening to you? Not being able to defend yourself at all or having some slight methods that might be effective but the occasional part where you can't defend yourself.
An easier way to look at it might be, You can't defend yourself at all or You can fight but you have a slim chance to win.
Extra Credits [http://www.penny-arcade.com/patv/episode/the-beast-macabre] does a great job explaining that horror isn't about empowerment, it's about disempowerment. Your idea definitely addresses that, but you'd have to think creatively about how to put that into the game. If you cannot kill the enemies and attacking them only makes your life worse, then what would be the point in engaging them in the first place? You wouldn't be fighting them off so much as defending yourself. I'm tempted to say that because you're strong enough to hold them off at least for a while then that takes away that feeling of disempowerment that's important to experiencing fear.
But, for some reason I find myself thinking about a scene from the film Coraline. I'm thinking of the moment when Coraline is escaping the Other Mother for the last time, when her hand comes off. If you've never seen it, what happens is this little girl is running away from a horrific witch who is desperate to catch her and essentially eat her soul. In order to escape, Coraline needs to crawl through a small door in the wall, go down a narrow passage, and make it about to the other side where she can shut a door the witch can't break. In the moment, the witch is screaming at her and Coraline dives into the door. She tries to pull it shut, but the witch is pulling it open from her side and jamming her hand through the gap to try and grab Coraline. When Coraline manages to pull the door shut, the witch's hand gets cut off and there's a moment of silence.
The silence end when the witch screams and begins pounding on the door, and Coraline runs down the small passage. Every time she hits the door, the passage shrinks a bit, which means the door is
literally chasing Coraline down the passage, threatening to crush her. Coraline reaches the door on the other side, and just before the first door catches up she slams that one and locks it. There is a huge crash from the other side and the wall bulges as the force of the impact knocks Coraline back, but the door holds.
The movie itself isn't exactly a "horror" movie, but that scene just scares me shitless every time. The witch's screams are agonizing and hard to listen to, and the beating on the door just gets faster and faster and you don't feel like Coraline is going to make it.
However, she wasn't
totally helpless. She didn't just run and hide, she kicked the witch in the face to get her away from the door, she pulled the door shut, and that action injured the witch. She didn't set out to cut off the witch's hand, it just sort of happened. I think if you could design the game with mechanics like that, it might just work. Whenever she does engage with the witch it isn't to kill her, she can't really do that. She's just trying to get out of there. The only real damage she ever does to the witch is cutting off her hand in the door, and in an earlier scene she threw an angry cat at the witch to distract her, and the cat ended up pulling out the witch's eyes making her blind.
It sort of feels like enemies come in about two flavors in games--enemies you kill, and enemies you can never touch or get anywhere near. I think there's a middle ground to be struck, if it's done right. You couldn't really design a combat system around this sort of thing, it'd have to be pretty linear and scripted. But still, if you can pace it right, the payoffs can be very satisfying. It's not so much about designing enemies that can't be killed, but rather about making it so that killing the enemy might technically be
possible, but making killing them either unfeasible or not the imperative. Coraline probably could have killed the witch if she set her mind to it, but running away from her and trapping her in her world was the more feasible option.