About a week ago, while nursing the mother of all hangovers, I got to thinking about scary games. My love of horror is a fairly recent thing, as not too long ago I was a massive scaredy-cat when it came to horror movies and games. I always loved spooky stories and all that jazz, but I could not cope with the really scary, visceral stuff.
Anyways, I started thinking about what makes a horror game scary. There are, after all, quite a lot of scary games out there, especially on the indie market. There also seem to be a lot of very different horror games. Silent Hill 2 and Amnesia are both scary games, but I don't really think they have a lot in common in terms of feel. Different horror games seem to invoke different kinds of fear. After an exhaustive 20 minutes of thinking, I came to the conclusion that there are three basic "types" of fear that games make me feel. I also think there are certain games that typify this type of fear very well. Here they are:
(I'm sure others have figured this out before me, but I hadn't seen this before, so I thought I'd write it out. Let me know what you think!).
1. Anxiety (or atmosphere)
This is the kind of fear where your mind really does all the work. Darkness, weird background noises, and faint shadows glimpsed at the end of a dark hallway. It's the kind of fear where you feel like something awful is about to happen, but you can't put your finger on what it is. In some cases, I think this kind of feeling can be added to or even produced completely with something that you would not ordinarily think of as being "atmospheric", like text for example. A piece of paper with a creepy story found on the table of a well lit room in the middle of the day can create quite an unpleasant atmosphere.
Best example: Silent Hill 2. All atmosphere, all the time.
2. Shock (or jump scares)
This one is pretty obvious. You are in a dimly lit room, and a monster jumps out of a closet yelling at you like everything is your fault. Of course, this also works in a well lit room, with no atmosphere whatsoever, because hey, sudden noises make you jump. Thats pretty much a normal response to a sudden noise. Jump scares can be used, I think, in an almost comedic way, like one of those "Ghost train" rides at amusement parks. You get the scare, and then you burst out laughing. However, I think that for jump scares to work properly in a pure horror sense, you have to team them up with one or both of the other types of fear I'm listing.
Best example: I don't know, one of the SCP-games?
3. Panic (extended jump scare?)
For me, this is the one that freaks me out the most. This one seems pretty self-explanatory as well. This is the feeling you get when you are being chased by something in the dark, and you don't dare to turn around and see if its getting closer, because you don't want to get a face full of monster teeth. I'd say that this one depends somewhat on atmosphere, but not entirely. You can have a fairly serene and normal feeling, and the panic still kicks in when something seriously gnarly happens.
Best example: Amnesia: the Dark Descent (what else would it have been?)
I think that usually the scariest horror games succeed in combining all three. Lets take a random situation from amnesia as an example: You are creeping through a dark basement feeling pretty freaked out because its so damn dark and you keep hearing things and you know that a crazy person lives here (atmosphere), then a monster suddenly bursts through a door (jump scare), and proceeds to chase you while you poo your pants in an attempt to lessen your weight so you can run faster (panic). It's like a triple punch, or some other, better analogy.
For a game/situation in a game to be truly scary, I think it requires certain things. A helpless feeling I think is one of those. The reason dead space didn't really scare me was because I always had the means to defend myself, and effectively at that. Slime monsters with spiky bits growing out of them lose a lot of their scariness when I can carve them into convenient chunks within seconds. Another, slightly contradictory thing, is that I think you have to feel like you have a chance, if that makes any sense. You have to THINK that you could make it. If your death in a situation is a foregone conclusion, it takes all of the tension away. If you think you can survive, it becomes scary as hell because the panic sets in and you have to run like the fucking wind, instead of just sitting there going "Welp, I'll try again later" as the monster of the moment chows down on you.
Anyways, thats enough out of me. As you can see, I've put up a poll to ask which of these, if any, scares you the most. If you have a better, fourth option, just choose "Other" and explain why you think you know better than me, you arrogant bastard.
Also, if you have any other "rules of scariness", please feel free to post them as well. Lets get this discussion rolling!
Thanks
Anyways, I started thinking about what makes a horror game scary. There are, after all, quite a lot of scary games out there, especially on the indie market. There also seem to be a lot of very different horror games. Silent Hill 2 and Amnesia are both scary games, but I don't really think they have a lot in common in terms of feel. Different horror games seem to invoke different kinds of fear. After an exhaustive 20 minutes of thinking, I came to the conclusion that there are three basic "types" of fear that games make me feel. I also think there are certain games that typify this type of fear very well. Here they are:
(I'm sure others have figured this out before me, but I hadn't seen this before, so I thought I'd write it out. Let me know what you think!).
1. Anxiety (or atmosphere)
This is the kind of fear where your mind really does all the work. Darkness, weird background noises, and faint shadows glimpsed at the end of a dark hallway. It's the kind of fear where you feel like something awful is about to happen, but you can't put your finger on what it is. In some cases, I think this kind of feeling can be added to or even produced completely with something that you would not ordinarily think of as being "atmospheric", like text for example. A piece of paper with a creepy story found on the table of a well lit room in the middle of the day can create quite an unpleasant atmosphere.
Best example: Silent Hill 2. All atmosphere, all the time.
2. Shock (or jump scares)
This one is pretty obvious. You are in a dimly lit room, and a monster jumps out of a closet yelling at you like everything is your fault. Of course, this also works in a well lit room, with no atmosphere whatsoever, because hey, sudden noises make you jump. Thats pretty much a normal response to a sudden noise. Jump scares can be used, I think, in an almost comedic way, like one of those "Ghost train" rides at amusement parks. You get the scare, and then you burst out laughing. However, I think that for jump scares to work properly in a pure horror sense, you have to team them up with one or both of the other types of fear I'm listing.
Best example: I don't know, one of the SCP-games?
3. Panic (extended jump scare?)
For me, this is the one that freaks me out the most. This one seems pretty self-explanatory as well. This is the feeling you get when you are being chased by something in the dark, and you don't dare to turn around and see if its getting closer, because you don't want to get a face full of monster teeth. I'd say that this one depends somewhat on atmosphere, but not entirely. You can have a fairly serene and normal feeling, and the panic still kicks in when something seriously gnarly happens.
Best example: Amnesia: the Dark Descent (what else would it have been?)
I think that usually the scariest horror games succeed in combining all three. Lets take a random situation from amnesia as an example: You are creeping through a dark basement feeling pretty freaked out because its so damn dark and you keep hearing things and you know that a crazy person lives here (atmosphere), then a monster suddenly bursts through a door (jump scare), and proceeds to chase you while you poo your pants in an attempt to lessen your weight so you can run faster (panic). It's like a triple punch, or some other, better analogy.
For a game/situation in a game to be truly scary, I think it requires certain things. A helpless feeling I think is one of those. The reason dead space didn't really scare me was because I always had the means to defend myself, and effectively at that. Slime monsters with spiky bits growing out of them lose a lot of their scariness when I can carve them into convenient chunks within seconds. Another, slightly contradictory thing, is that I think you have to feel like you have a chance, if that makes any sense. You have to THINK that you could make it. If your death in a situation is a foregone conclusion, it takes all of the tension away. If you think you can survive, it becomes scary as hell because the panic sets in and you have to run like the fucking wind, instead of just sitting there going "Welp, I'll try again later" as the monster of the moment chows down on you.
Anyways, thats enough out of me. As you can see, I've put up a poll to ask which of these, if any, scares you the most. If you have a better, fourth option, just choose "Other" and explain why you think you know better than me, you arrogant bastard.
Also, if you have any other "rules of scariness", please feel free to post them as well. Lets get this discussion rolling!
Thanks