Sovvolf said:
I think in horror games they should take a minimalist attitude to the score. See in a movie that works all fine and well, setting up tension and such. In a game it's used as a warning indicator... which kills the scare out of it. I shouldn't be warned that there's a monster near by, that make me more alert and I'm expecting the monster. The music should be cut down so I'm mostly hearing ambience of the setting. That creepy silence mixed with the sound of the wind slamming doors shut, floor boards creeping and twigs snapping would make the scares unexpected, adding to immersion and the scream factor when you turn a corner and find your self greeted by an axe wielding maniac or a monster that has a face like your mums vagina.
I think that such a game would be pretty tiresome to play, to be honest. Valve's dev commentaries (especially L4D's) are littered with comments on the importance of pacing and how to best alternate between tension-building, action and wind-down periods. L4D's not strict horror per se, but I believe this is still relevant for horror games. I'll get to that in a sec.
In my mind, the reason creepy "warning" music works in movies and not in games is because horror movies usually only feature a handful of really intense "oh shit monsters in your face!" scenes, whereas even the most conservative horror games will feature dozens of them (which is fine, as games are by their very nature more action-driven and last longer to begin with).
If developers keep using the warning music for every enemy encounter, though, the player will eventually get used to it and it'll just become a gameplay mechanic like any other instead of the unsettling event it's intended to be.
Another problem, which kind of ties in with the pacing I mentioned earlier, is that games often use the scary score to accompany the action instead of building up beforehand. That doesn't work. When the monster's in my face and trying to eat said face off, I'm (ideally) scared by the monster, not by the music, and the game just wasted a golden opportunity to creep the fuck out of me a couple of minutes in advance free of charge, no monsters required. Think back to a good horror movie of your choice and you'll probably notice the same thing: using the music for build-up is a staple of the horror genre; it's a guaranteed way to scare the bajeezus out the audience and lead to an intense encounter without relying on cheap, jumpy scares.
To sum up the two paragraphs above: Creepy music in movies means "I REALLY don't want to see what's on the other side of that door, but I know I will."; creepy music in games means "Great, another fight against random Spawn of Darkness #534. Say, how much shotgun ammo do I still have?"
So how do we solve this? My ideal solution wouldn't be so much about doing away with ambient score altogether, because then you're simply missing out on a great pacing tool (although ironically complete silence could probably work very well as a way to ramp up tension in key spots) but to only use the creepy music to set up the
really scary events.
Think about it for a second. Wouldn't it be
awesome if creepy music you'd never heard before started slowly fading in as you were exploring a completely abandoned building, gradually building up as you made your way to the payoff, making you fear every single corner and door in your way?
I know I'd love and yet curse my way through every second of it.