Thereâs a fine line any artist walks when trying to titillate and terrify at the same time. But making video games scary is especially tricky. Repetitive behaviorâeven when that behavior is running and hiding from flesh-eating monstersâdoesnât mesh all that well with the spontaneity required to make someone jump out of their seat. That, and always knowing, no matter what happens, you can reload and try again.
Iâm a coward, so as I noted in my impressions of Outlast: Whistleblower yesterday, I actually find the process of dying a grisly death and then restarting to die a slightly less grisly death relieving. Empowering, even. But for the people at Frictional Games, the small Swedish studio behind horror sensations like Penumbra, Amnesia, and the upcoming SOMA, thatâs the whole problem.
https://lastchance.cc/yep-outlast-is-still-terrifying-1572445109%3C/a%3E%3C/p%3E
Frictionalâs creative director Thomas Grip was recently inspired to dig into this subject after seeing a video that showed peopleâs reactions as they were playing Alien: Isolation, another upcoming horror game. Writing on the studioâs blog, Grip took issue with how death in the game morphed from a terrifying experience to one of ârelief and repetitionâ once players were devoured by the Xenomorph:
If you watch the video you can see that the players arenât being freaked out of their minds when they die. Theyâre laughing, and feeling relief. And the death sequence is non-interactive, which further enhances this sense of sitting back and becoming a spectator. You can clearly see the effect here, where thereâs a stark difference in emotion compared to the fear that was expressed earlier. So when a death occurs, the situation has lost its sense of fear and the unknown. The player now knows what theyâre up against. Itâs gone from tense terror to âI need to beat this gameplay sectionâ.
Game developers should try to âpostpone deathâ as long as they possibly can in order to âextend the terror,â Grip goes on to say. Only problem is, that could just as easily end up showing the player âthat the monster is harmless.â So whatâs a developer whoâs earnestly trying to âscare the shit of playersâ to do?
https://lastchance.cc/what-we-want-to-do-is-scare-the-s-t-out-of-players-s-463111419%3C/a%3E%3C/p%3E
I have no idea what âa fate worse than deathâ would look like, exactly. And it doesnât sound like Grip has a clear enough one to show the gaming public yet either. But itâs interesting to consider how different types of gameplay can be instrumentalized to incite emotions both unpleasant and invigorating, and how âdeathâ in video games can be more varied than a singular, unified concept.
In the much-loved and occasionally masochistic Dark Souls II, for instance, every time your character dies a sliver of his or her maximum health is chopped offâat least until you obtain and use a special item that restores you to full health. Dying repeatedly can therefore send you into a downward spiral where youâre left desperately fending off bad guys until you manage to fortify yourself again.
Is that scary? In Dark Souls II, itâs usually notâat least in the way that Grip is going for. But plenty of the gameâs fans would still describe it as âa disturbing state of being.â Imagine, then, what that type of gameplay might look like in another developerâs hands. Iâm excitedâand more than a little scaredâto see what ideas Grip and the rest of the team come up with for their game in turn.
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