Sanity Meters

beema

New member
Aug 19, 2009
944
0
0
Vinticore said:
I have been thinking about maybe reading through some lovecraft someday, is the any book in perticular which would be the best to start with, or?
Any one of the collections will do you fine. They are all short stories, and there's no actual "books" per se, just collections of his work. There are actually a couple online sites where you can read through ALL of his work for free :)

I thought out of all those games, CoCDCOTE did it the best, as there was no physical "meter" on your screen -- the stuff just happened to you. Logically it never made sense though. You lose sanity when you see a dead body, but not when you kill people. Huh?

I think Indigo Prophecy's was probably the worst. First of all, you could only max out at "Neutral," which is completely stupid, considering some of the tasks you could perform to increase your mood included having sex (you'd think that would put you above neutral). Then other trivial stuff would lower your mood and make you depressed, such as standing around in a room a minute too long. Similar to Eternal Darkness, there were so many constant opportunities to refill your meter that it never really presented itself as a problem.
 

beema

New member
Aug 19, 2009
944
0
0
Lucifer dern said:
my ed games design teacher worked on call of cuthulu, will have to show him this :p
I'm bit disturbed that anyone involved in making that insanely-buggy piece of crap is now teaching people how to make games. The beginning 1/4 of the game was fantastic, but the rest was complete garbage. Severely broken garbage. In fact, I have yet to finish the game because of a bug that prevents you from moving on near the very end.
 

biGBum333

New member
Aug 26, 2010
244
0
0
he totally forgot to mention scooby-doo:classic creep capers

http://en.wikipedia.org/wiki/Scooby-Doo!_Classic_Creep_Capers
 

Chakanus

New member
Sep 8, 2009
18
0
0
Fearzone said:
Chakanus said:
The key to horror, IMHO, is never fully showing what is there--just pieces of an incomplete puzzle.

Your FPS horror-game will need to have minions and cultists to eat shotgun shells and generate some mild sense of threat and impediment to foward motion, and then evil lieutenant "bosses" to bring in the occasional difficulty-spike, but there needs to be a sense of something beyond that, some great and terrible mastermind lurking in the shadows, some greater evil going on all around you, that you can sense is there, somewhere, but never quite have the whole picture.
It's true enough what you said, it's a staple of horror games the easy-to-kill jumpy monsters, together with the sense of dread of something larger than the barrel of a shotgun can handle. But, with Lovecraft in mind, the whole basis of his horror, was the fact that's utterly impossible to understand what was being reported, being necessary to circumvent the traditional ways of description. The imagery behind R'lyeh is a prime example of it:

"Without knowing what futurism is like, Johansen achieved something very close to it
when he spoke of the city; for instead of describing any definite structure or building, he
dwells only on broad impressions of vast angles and stone surfaces - surfaces too great to
belong to anything right or proper for this earth, and impious with horrible images and
hieroglyphs. I mention his talk about angles because it suggests something Wilcox had told
me of his awful dreams. He said that the geometry of the dream-place he saw was
abnormal, non-Euclidean, and loathsomely redolent of spheres and dimensions apart from
ours."

Now, though this can be put into writing, and the readers' mind can try and picture something outside his/her own understanding it'd be impossible to translate into graphics things that are in itself beyond the scope of normal physics. You can create a good horror game, with cultists and tentacl-y monsters and a delightfully dreadful atmosphere, but I'm not sure how easy it is to create the same feeling that the Lovecraftian stories have.
 

LividFiction

Bassist Mediocreaire
Jan 12, 2008
4
0
0
Jedi Sasquatch said:
Sir John the Net Knight said:
Yahtzee took a shot at "Alice"... Oh good lord, is nothing sacred to this guy?

[small](Short answer: No...)[/small]
Long answer: Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
Best answer [http://vadercoaster.ytmnd.com/].
 

heamrh

New member
Aug 20, 2010
24
0
0
Indigo Prophecy, yeah the good name, was very movie like, it's the only game, i feel, that has done interactive cinema correctly
 

spartan1077

New member
Aug 24, 2010
3,222
0
0
so th game seriously did blue screens and volume tick downs or was that some more of ZP humor?
 

gamer_parent

New member
Jul 7, 2010
611
0
0
Yahtzee also missed "I don't have a mouth and I must scream", which had a psyche meter that pretty much serves the same function. Raising it high enough and you get the good ending for that character, with the character getting cathartic vindication for his/her issues. Fall low enough and your character is eternally tormented for their character flaws by sadistic computer god.
 

IMAGinES

New member
Jun 1, 2009
46
0
0
Sir John the Net Knight said:
Yahtzee took a shot at "Alice"... Oh good lord, is nothing sacred to this guy?

[small](Short answer: No...)[/small]
Slightly longer answer: Portal.
 
Jun 23, 2008
613
0
0
As a game design implement, I don't see any problem with a sanity meter (preferably one that is transparent to the player) or any other emotion construct that restricts or enables the character in a way the player is not (exempli gratia, the frustration meter with which player Tanks contend in L4D Versus).

Regarding the original Sanity stat in Chaosium's Call of Cthulhu pen-and-paper RPG, I think they modeled it poorly off classical hit-points, where one has a quantity of Sanity (100% = sane) which gets reduced by revelations, creepy environments, hardship and so on. A better model (one closer to modern psychiatric models) would have been to start sane characters at zero and then have Insanity accumulate, limiting the player's actions (by prohibiting or requiring specific behaviors) until these restrictions render the character inoperable.

Regarding the suicide ultimatum of Sanity in Dark Corners of the Earth, I only encountered it in the statue room, in which sanity is being magically drained, and I found it a frustrating element of the game while I was simply trying to solve the puzzle. There were other points in the game I remember learning how to operate with woozy-vision just because it was plain not letting up. Meh. My complaint was not that it was inconvenient, but because the poor Jack Walters was so mentally fragile. Walters did not fare well through his studies of the arcane.

Insanity by revelation does occasionally appear in real world, usually to philosophers and mathematicians thanks to thinking too hard. Bertrand Russell, for example, was broken by his efforts contributing to Principia Mathematica [http://en.wikipedia.org/wiki/Principia_Mathematica]. But then again, I broke my own head writing AI in the '90s. Still, while I can find the magnitude of the universe daunting (this blue speck on which we live is even smaller in comparison to our universe, than a bacterium, or even an atom is, compared to the Earth. We're really tiny.) Yet, not only do most humans cling to belief systems of self importance, of natural agency, and divine anthropomorphism, but do so even in the face of observations to the contrary. I would hypothesize it is due to our strong social instincts that we make such evidence defying presumptions: we protect our own sanity via insanity, by denying the truths that might make us insane.

U.
 

Stormshadow243

New member
Dec 18, 2007
49
0
0
gamer_parent said:
Yahtzee also missed "I don't have a mouth and I must scream", which had a psyche meter that pretty much serves the same function. Raising it high enough and you get the good ending for that character, with the character getting cathartic vindication for his/her issues. Fall low enough and your character is eternally tormented for their character flaws by sadistic computer god.
It's actually "I have no mouth and I must scream"
 

Arqus_Zed

New member
Aug 12, 2009
1,181
0
0
Wait,
what?!

He forgot Shadow Hearts? Come on! It's an entire trilogy and he didn't even mention one of them? Each of those games uses a little thing called 'Sanity Points', gee, I wonder what that could stand for... Even half of the reviews I read about the games back in my day described it as a 'Lovecraftian' gameplay device.

And he didn't even give it a footnote?
Next time, try to do some research before you pop out another article.
 

Dalisclock

Making lemons combustible again
Legacy
Escapist +
Feb 9, 2008
11,286
7,082
118
A Barrel In the Marketplace
Country
Eagleland
Gender
Male
I disagree with Yathzee on a few points.

1. In The Shadow out of Time, I don't think Lovecraft expected the reader to be horrified by the great race of Yith, who are quite civilized other then their occasional habit of stealing the bodies of an entire race. By that point, the aliens were more "human". The fact they were no longer "old gods" but "sufficently advanced aliens" is proof of that right there. The Flying Poylps, OTOH, are much more like the traditional Lovecraft monstrosity(and quite scary when they appear in Dark Corners of the Earth).

2. The Sanity Meter in Indigo Prophecy/Farenheit was a mixed bag. I really liked how it reflected how a stressful situation would take its toll on the main character, paticularly the bits in the Police File Room and the Asylum. On the other hand, it felt really dumb how you could lose quite a bit of sanity just by not making the right button presses at an autopsy and thus not making the correct deductions when the cornor says some medical lingo(I'm sure he'd help you out, you're not a doctor and having a bad day anyway).

3. Ironically, Yahtzee mentions the annoyance of a recoverable sanity meter but not for the game It bothered me. Dark Corners of the Earth, where half of time all you have to do to fix your sanity is just stare at the floor or a blank wall for a few minutes, which feels like it kind of misses the point. That and sometimes all you need to do to lose sanity is look at something creepy or weird for long enough. Which in this game, is all the interesting stuff.
 

Syzygy23

New member
Sep 20, 2010
824
0
0
Ryokai said:
Wait a minute--Most of us have accepted that we're accidents in a godless existance? Doesn't the majority of the world believe in one religion or another?

Yahtzee, I love ya, man, but come on. Not all of us believe like you do, and guess what? THAT'S OKAY. We're all entitled to our opinions, and my reason and logic leads me to a different place then yours does, and that's fine

Not that I don't appreciate the atheist jokes--"The most famous fictional character since Jesus" Hehe.
What's funny about atheists is that they have FAITH that there IS no God. Y'know, since you can't really prove or disprove the existence of one (or more, whatever floats your boat)

But what about the sanity system in the tabletop RPG Dark Heresy? As you gain "insanity points" you gain afflictions, such as random hallucinations, delusions, or nervous ticks, until they all add up to the point that the player character becomes untreatably insane and can no longer function like anormal human being. We need something like that in a video game.
 

Jonny1188

New member
Oct 8, 2010
164
0
0
Surprised The Thing hasn't been mentioned. I didn't get to finish is, but having a sanity meter for each member of your team made it interesting when things started to go down and you didn't know if they were gonna crack when you needed them or if they'd turn on you or someone else who may or not be infected. I'd love to see this in a current gen game. Puts a twist on the team dynamic.
 

Fbuh

New member
Feb 3, 2009
1,233
0
0
Interestingly enough, just because we happen to be a freak act of evolutionary spunk, it doesn't necessarily mean that God doesn't exist. In fact, I think it proves his existence a bit more, since anything that sarcastic has to be real.
 

irani_che

New member
Jan 28, 2010
630
0
0
I actaully like Alice, and i thought as a game, it really does have the feel of someone who has lost their mind in its pretty/disturbing visuals and artworks