I just finished playing through Amnesia and it got me thinking about how to scare players most effectively in a game. A lot of games, like Resident Evil and the newer Silent Hills, try to use cinematic methods - scary music, eerie backdrops, scripted jump scares. Or there's the psychological horror and moral ambiguity of a great story, like Silent Hill 2.
What Amnesia made me realize is that these methods all work, but they aren't fully utilizing the tools a video game has. A video game is an interactive canvas and has its own unique ways of playing with your mind.
For instance, by the time Amnesia is done teasing you with "safe scares" and starts presenting you with real threats, every sound suddenly becomes creepier. I found myself hesitating at the edge of a dark hallway, not wanting to go any further, even though that was the only way to progress. I'd hide in shadows even when I wasn't sure there was a monster nearby, and I had like 30 tinderboxes at the end because I was so afraid of exposure by being in the light.
The method for enemy encounters in Amnesia seems to be locations in the game have a chance of spawning or not spawning a monster, so even events that are "scripted", like a monster appearing after you've picked up a key item, still have an element of randomness. I think that randomness to encounters makes the experience feel more organic and much scarier. The possibility of an attack is a legitimate threat the entire game, so even the absence of a monster can be as scary as the presence of one. This felt much more effective to me than scripted events. I feel like if I played through Amnesia again, it would still be surprising and scary.
Another example of fear of the unknown is X-com. I tried the game for the first time earlier this year, so I wasn't exactly blown away by the graphics or presentation. But I still felt a genuine fear when I sent my troops out to hunt down aliens, because even though I knew they were out there, I couldn't see them. And when they did show up, it quite often meant a dead soldier. That game made me more afraid than any modern horror title I can think of (made by anyone other than Frictional, obviously)
But we all find different things to be scary. What about you? What video game mechanics are the best at scaring you?
What Amnesia made me realize is that these methods all work, but they aren't fully utilizing the tools a video game has. A video game is an interactive canvas and has its own unique ways of playing with your mind.
For instance, by the time Amnesia is done teasing you with "safe scares" and starts presenting you with real threats, every sound suddenly becomes creepier. I found myself hesitating at the edge of a dark hallway, not wanting to go any further, even though that was the only way to progress. I'd hide in shadows even when I wasn't sure there was a monster nearby, and I had like 30 tinderboxes at the end because I was so afraid of exposure by being in the light.
The method for enemy encounters in Amnesia seems to be locations in the game have a chance of spawning or not spawning a monster, so even events that are "scripted", like a monster appearing after you've picked up a key item, still have an element of randomness. I think that randomness to encounters makes the experience feel more organic and much scarier. The possibility of an attack is a legitimate threat the entire game, so even the absence of a monster can be as scary as the presence of one. This felt much more effective to me than scripted events. I feel like if I played through Amnesia again, it would still be surprising and scary.
Another example of fear of the unknown is X-com. I tried the game for the first time earlier this year, so I wasn't exactly blown away by the graphics or presentation. But I still felt a genuine fear when I sent my troops out to hunt down aliens, because even though I knew they were out there, I couldn't see them. And when they did show up, it quite often meant a dead soldier. That game made me more afraid than any modern horror title I can think of (made by anyone other than Frictional, obviously)
But we all find different things to be scary. What about you? What video game mechanics are the best at scaring you?