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The Art of Fear: How Horrors Act on Players

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This project is a student project at the School of Design or a research project at the School of Design. This project is not commercial and serves educational purposes
Finalist of the competition

B  lately, the game choir market has been oversaturated by variations of one and thech  also stories: abandoned houses with  ghosts, horrors in  cosmos, survival in  forest, escape from  monsters and  next up to  list. The creators look at stories from different sides, while continuing to use obsolete mechanics. And  only units seek to create something new that can really scare the audience.

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Fatal Framework, 2001.

The research topic was chosen based on  interest in  chorrorams, a  also wanting to know why the game industry uses those  or other methods of exposure to  players and  viewers. It was also interesting to analyse, based on  the market, what other ways to cause fear might be present in  play and  have the necessary effect, but  use less demand, in  difference  from, for example, already known screams.

Visual material for visual research was selected based on  found game chorror, the fragments of which were used in  far away in  this work. All materials serve as a way to illustrate, add, and  also serve as a source of analysis.

'Cause there’s not enough text material on this topic on  and, much less, research, the whole text is based on a  personal analysis and  observation, a  also a long game experience.

In order to reveal the topic in the most detail, the structure of the study was designed to first describe the chorror of the games in  a goal and  how they work and  why they use popularity and  the question. Then there are examples of how a typical chorororus affects the huhnbsp; players and huhnbsp; viewers and huhnbsp; it works with the huhnbsp; they’re psychotic; and the huhnbsp; it causes fear.

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P.T., 2014.

The following paragraph describes how game developers are gradually starting to introduce liminal spaces and  the notion of liminality in  the purpose and  the effect on  the viewer is already starting with  the help of a new method, using it in  the quality of the tool, and  also about  the way that elements of the game chorrorra can be introduced into  the non-game space; and  successfully working beyond its boundaries, such as in  the quinematograph. The last chapter talks about how liminality from  the instrument of exposure has become a full-fledged object of the game and  the octopus for her.

Despite the  relative stagnation of the game market, among the vast amounts of classical and  typical techniques used to scare players, a large number of developers, not least, try to correct this situation and  come up with new and  new ways to keep scaring their audience and  doing so successfully. So what’s the chorororus and how’s it gonna work?

Chapter 1

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Outlast, 2013.

If you talk about the game chorra as such, then you can describe it briefly as a game that attempts to scare the player in a very different way, be  then cheating expectations, turning to  subconscious fears or banal scripts. In to  also time, this concept is much broader than it may seem, because if in  the chorror’s quinematograph is something scary and  scary for  counting its element of surprise, and triller — what works carefully with the spectator’s spectator’s psychic, then  in  playing space, these two concepts connect.

Good chorr of the game — this is usually a connection between chorororus and  a timer where unexpected moments overlap with  a persistent build-up of anxiety.

The best chorororrows are typically represented by famous games such as Outlast (2013), Amnesia: The Dark Discent (2010), The Forest (2018) and  other giants of the industry. The three of them represent the main chorororor survival genre and  they have a number of obvious similarities: complete history, danger and  monsters, screams, atmosphere. But  heaters, game elements and  mechanics, and  also causes, according to  which cause fear, different.

Amnesia: The Dark Descent, 2010 / The Forest, 2018.

1.1. Screamers

One of the  memoranda of how to influence  the game and  the interactions with  — crimer.

B  the core of the screams is the banal scare of — the instantaneous reaction of the body to  the threat. It’s a way to scare you. It’s a very simple way to scare you. It’s a very simple way to scare you. And it’s not. There is a belief that starting the game from  the screenr is a wire, but it’s a little more complicated than that.

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SILENT BREATH, 2024.

SILENT BREATH (2024) — game from the EXODIAC STUDIOS developers. The story and  the game of which is about  that the player is coming to the  the crime scene in  stunning the woods, and  the game is tasked with finding missing persons. Time: until  morning. Each second spent in the forest is accompanied by completely different screams: be  then suddenly the attacker from  the darkness of the monster, or a stalker chasing the player who is getting closer and closer and closer; and, if the player does not  scare him, he goes into a sharp attack on  him.

SILENT BREATH, 2024.

The game also serves as a good game, and  in to  also a bad time, an example of the use of the script because it throws the player & laQ; to hold on without a piss; the whole game and  to perform the task. But it’s not, as the experience of a multi-user game has shown, the endless run in the dark forest is quickly getting bored and the gamsp; the gample is no longer relevant.

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Layers of Fear, 2016.

Leyers of Fear (2016) — an example of a game where the scripter is the main tool for scaring the player. The plot revolves around the artist with the  the gaps with the  the memory that is desperately trying to restore the chain of events and  it comes across the  the scary fragments of its own mind. Running down and down and down, the player often bumps into some triggers that always lead to the  small, sudden cat scenes with the  scripts.

Layers of Fear, 2016.

B  the difference from  the previous example, in  the game Amnesia: The Dark Discent (2010) the criteria are always accompanied by persecution and  hazard. If the player is scary, then  next thing you know, something is definitely connected to the 'nbsp; i  and when you catch it, it returns to the 'nbsp; the preservation point, before it’s not  forgetting to scare again.

Amnesia: The Dark Descent, 2010.

1.2. Mechanics

Then not  less than the popular smimmer — far from  the only game mechanic of chorrows. Despite the  those  infinitely numerous, you can single out the basics most commonly used by developers.

Capture of the microphone.
Mechanics that were already present in  one of the  mentioned examples, a  also gaining popularity among modern chorrors. The essence of the game is also that the game captures the sounds made by the player, and  that depends on success. The quieter the player — the more he  alive.

In Silence (2020) — a game where one of the  players is a monster that only focuses on  the sound, a  the remaining — play for the  survivors and  are shared with each other with  helping the microphone in  the game. Objective: To survive, not  drawing the attention of a monster so that he can hear.

In Silence, 2020.

Phasmophobia (2020) is similar to  a previous example, but the computer itself serves as the monster. He hears players all the time, but he can read and  sometimes answer questions. The main task of the players is to survive and not to die from the game; a ghost who hears everything the players say, a  also their  interacting with the game objects. In addition to mike capture mechanics, Phasmophobia also uses the mind scale and  phonary.

Phasmophobia, 2020.

B Phasmophobia with game also has a 100 per cent scale of mind that falls down by  the game’s going down, and  also downwards with  even more powerful in  an incident if the player is long in  dark. The lower the mind, the more vulnerable the player is.

The mind cycle.
Mechanics that directly affect the  the game, and  also its  the visual, monster frequency, and  also the corny end to  the end of the game, because the character went off with um& raquao;.

Confabulation (2023) — similar example of using such mechanics. There’s a slightly different situation here: the lower your mind, the more a monster appears, the darker the picture becomes, and the more light turns off.

Conference, 2023.

Flashlights and  other extinct light sources.
Mechanics, which is an integral part of the modern chorro game industry. With simple mechanics and  a simple way to influence  psychotics, it quickly became popular.

The reasons for this growth are simple: first, everyone, although  whenever, especially as a child, was afraid of darkness and  unknown beyond  more. Second, by giving a flashlight in  hands, the creator narrows the focus from  all images in  a small circle in front of his eyes that unties his hands and  allows a variety of screams to be introduced into  a game to direct the player and  simply to create an atmosphere of mystery. Often, the creators also make these light sources extinct that not  allows the player to stay at one place for a long time, and  makes the player move constantly forward so that it is not  it is in  it is a dazzling darkness.

Options for what’s in  how this mechanic is present in  game space, plenty: most common flashlights, night vision cameras, old kerosene lamps, a  also periodically switched off desktops and  floor lamps and  lamps in  home.

Amnesia: The Dark Descent, 2010.

1.3. Psychological pressure

Another method of — psychological pressure, which is a long-term effect on  play by sound, text, environment. It’s often not okay for a player to look at some detail after a while. Like, « has there always been such silence?» or, vice versa, « You  also heard this?». In addition to the sound effects, the player also plays a visual role, where, in site research, the player notes some creepy and  unpleasant details: scary changing paintings, moving furniture, blood traces and  strangely located things.

K  for example, in  previously destroyed SILENT BREATH, broken branches and  dogs create an atmosphere, although they may also be scrimmers. In addition to having unpleasant and  huge sounds, the player finds himself in the huhnbsp; not  the most comfortable environment with the  the most pleasant task is to find the bodies of people scattered over the huhnbsp; the dark scary forest, when there are only guns in the hrnbsp; the equipment working with the lanterns.

SILENT BREATH, 2024.

B Outlast psychological pressure is at least the location of the game itself: a mental institution where the pressure is reinforced by its  abandoned, difficult to travel inside, and  also the presence of a night observation camera that combines all the above and  provides the player with discomfort.

Outlast, 2013.

Dead Space (2008) so  as well as  in Outlast, discomfort creates the location itself: abandoned station and  empty space, all of which is reinforced by walking through  monster stations, the player’s absolute loneliness, and  also color palette.

Dead Space, 2008.

Chapter 2 Elements of liminality

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The long empty corridor is one example of liminal space.

B  some time in the game industry was filled with screams and  a  also moving from  year in  year and iz  games in  game by mechanics. S  time in  playspace is beginning to introduce the liminality that has brought diversity to this medium.

Liminality, or  also borderline  — is a state of transition, object and  in  a goal of anything. If you look at this on the x  conditional examples, there’s a kid, there’s an adult, and  teenagers in the  this chain — this is a border object. Also, the airport is a transitional space between the city and  sky, hallways between rooms and  so on to  list.

Liminal spaces and  all became an Internet aesthetic. Her  can be described in different ways: it’s like a picture or picture that’s ripped out of the  it’s a context, and it’s also  it’s not logical for a set-up, there’s some kind of recursion, there’s a sense of loneliness, there’s a sense of unreality, and there’s a  there’s a sense of discomfort from  it’s seen. The right liminal space should be based on <  <i  was here once…».

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More examples of liminal spaces.

Gurry& rsquao; s mod (2006) — a computer game that allows a player to manipulate objects and  to experiment with  a physicalist whose realism is provided by the Source engine. The concept is simple: modify, create, build, and in  the game has no clear instructions and  any story.

source — game engine from  Valve, the first thing that gives us the Internet. On  we have such popular games as Half-life, Gurry& rsquao; s mod, Counter-Strike, Portal ½ and  others.

Based on the possibility of creating their own cards, one of the  popular ways of interacting with  the game was a horror card created by players for players. It doesn’t make any sense for people to create their own, but there’s a part of the Internet that’s born by the 'nbsp; the reason that people really like to scare and 'nbsp; they’re scared. In  links with  there’s a legend that there’s a player on  a closed server, an entity that can affect you, communicate, scare and  other. It’s something like a kid’s game in a kid’s house when the kids run back and forth in a ghost hunt and a ghost hunt and a knbsp; scare each other.

Gurry~s mod, 2006.

In spite of the  simple theory and  its apparent  fiction, it was in demand for  because it was — an ideal example of liminal spaces. A sense of discomfort here is created by nostalgic spaces: midday, some kind of green area surrounded by buildings and  garages, and  also by water. On  the street is n  the soul, logic is absent, and  in  it’s also time for player on  map — all alone.

SCP, or  also Secure, Contain, Protect — an Internet platform that gathers in  one place a bunch of different stories about objects with  generic properties that can affect  Earth and  from  that this Earth needs to be protected. The story of this fandom is quite extensive, and  the most amazing — he  continues to live until  sic por.

Game SCP — Construction Breach was released in  2012 and  collected many `laquo; objects» from the  articles of her fandom. But in addition to the story about the anomalias, the atmosphere is also set by the corridors in  the game: the map is always random, and  the codes are similar to each other’s  a friend, which makes it very easy to get lost, which only adds to the chorror.

SCP — Construction Breach, 2012.

The exit 8 — chorro game 2023  the year whose gameplay is the difference in  the Japanese subway station. The player is at the zero station, his task is to reach the eighth. However, if he’s going to see an anomaly, he’s going to have to turn around, and he’s going to have to turn around, and he’s going to have to start over. In addition to the fact that per  the anomalies themselves are frightening, the game is not  rather, the effect is acceptable without purely white empty walls. This room may well be called a liminal space, as the corridor — endless, in  which side of the player  no  go.

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The exit 8, 2023.

Shinkansen 0, 2024 is a game with a similar gameplay, the essence of which is the search for inconsistencies.

The Stanley Parable (2013) — a game distinguished by its interaction with  a player because it is the main hero whose actions are heard by the voice of the mind. And igrock can both obey this voice, and  do what he wants. In  the dependency on the player’s behavior changes the game’s outcome.

The game is a psychological chorr whose main mechanics is choice: the player can either follow instructions or depart from  they. The atmosphere is created by, and  was in  some of the early games mentioned, corridors, empty office space, unexpected objects. A  in  differences from  other examples, in  The Stanley Parable do not exist.

The Stanley Parable, 2013.

Scanner sombre (2017) — game not  being a chorro by  definition, but still not  less than in  you have its elements and  creating a sense of discomfort for players. Main mechanics and  game-like chips — absolute darkness in front of the eyes, the surface of which has to be & laqua; scanned& raquao; on its own, in order to have an idea of the  location and  location of the objects.

As a rule, such games are full-fledged chorrors for  their mechanics: around — complete unknown and  the game has to reach  a certain point of inflammation that in  in turn opens up the space for a new type of scrimmer.

Scanner sombre, 2017.

It can be said that the player creates itself a script, starting to define in  empty silhouettes. This mechanic scares not  as a typical chorror, because the player is not  can understand in  which direction the object is moving, and  per  the player sees a picture with  some delay, which makes tracking of the object not  possible.

Sometimes liminality can be present in  a view of a literal transition between the worlds, such as the OMORI game. The game periodically passes from the 'nbsp; the world of reality to the 'nbsp; the dream world of the main hero.

OMORI, 2020.

Another example of how liminal spaces — Garten of Banban (2023). Setting game — kindergarten. However, in  the difference from  used to us, in  everything seems not  as it should be: long empty corridors, dark spaces, strangely located toys.

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Garten of Banban, 2023.

In addition, there are several other different examples where chorror effects are achieved in  basic for  weird locations.

Lethal Company (2023) — online cooperative game where the player needs to collect garbage in  regardless of the final repeat corridors filled with monsters.

A  also Poppy’s playtime (2021) — the live chorrororor s  Haggy-Vaggi, where the chorororr effect on  the greater degree is achieved by locations.

Lethal Company, 2023.

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«Poppy’s Playtime, 2021.

Chapter 3 Liberarity as a primary instrument

However, liminality may not be an element, but only an element, and an independent chorrow genre. Let’s start from afar: Backrooms.

In a different way, snuffs, — active web-fenomen based on  one photo only from  Reddit Forum.

Backrooms are very similar to the 'nbsp; earlier referred to by SCP. Both concepts are created from  Internet sites, both tell stories about  some secret organization that explores objects, and  both are tied down by  the larger part on  chorrors. However, if in SCP the whole point was the original descriptions of monsters, document design, — what is missing in  the concepts of Backrooms, — then  in  the case with Backrooms in  is the core of the picture atmosphere.

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The example of Backrooms.

Backrooms are based on `nbsp; liminal spaces and  Internet phenomen such as dreamcore, weirdcore and  other surreal aesthetics associated with  cosmars, fantasies, and  dreams. In addition, the Backrooms refer to the Evil Valley’s Effect. Except usually this definition is used in the  relationship of something more human-like.

» The effect of the sinister valley» — is a hypothesis about  that a robot or any other object that looks or behaves as a person causes resentment and  aversion to  observer people. It frightens not  very resemblance, a  any deviation from  norms in  behavior — e.g. retarded mime.

B  in the case of Backrooms, this effect works as follows: first, a sense of nostalgia; second, a sense of non-reality and  exploding from  context, and third, manipulation of human phobias.

Nostalgia is achieved by representing places that are familiar to many. These are often locations such as a residential home, a playground, a bedroom, stairs, and  others. A  also with  helping to impose noise effects, deterioration of image quality, use of VHS filter.

Examples of Backrooms.

The sense of non-feasibility is based on the  rip-off mechanic from the  context. U  we have an office-like location, in which there is absolutely no furniture, office workers, a  also windows, doors, and  other things that seemed to be supposed to be.

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More examples of Backrooms.

In general, it can be said that the entire Backrooms universe itself is already a kind of game where players come up with a reality from the 'nbsp; even more images available, sharing with each other with the 'nbsp; another result.

Lower — several members of the games that take Backrooms and  make from  more research chorororor. The only difference is from the classic concept of — the locations are filled with monsters, but  they are not  they reverse the fear-causing space, a  they are only complementary to  they are.

The Complex Expedition, 2023.

Conclusion

Despite the  that the market for horror games is stagnating and  the industry is going through not  the best times, there are a lot of things in this psychic that can really scare the players, using different properties of liminal spaces, developing them; and  supplementing them. The creators of these games focus on `nbsp; mality and 'nbsp; already around it create a game, ' quao; building» mystery and  terror.

To buy and  to bring people into  horror — that’s the best thing about not  art. To achieve long-term and  quality effect, you have to dig deeper into sudden screams and  scary monsters than and  part of chorrows.

Image sources
1.

Authogin. Confubulation. 2023 2.Blooper Team, Incuvo. Layers of Fear. 2016 3.Chilla’s Art. Shinkansen 0. 2024 4.Endnight Games. The Forest. 2014 5. Euphoric Brothers. Garten of Banban. 2023 6.EXODIAAC STUDIOS. SILENT BREATH. 2024 7.Facepunch Studios. Gurry~s mod. 2006 8.Galactic Cafe. The Stanley Parable. 2013 9. Introversion Software. Scanner Sombre. 2017 10.Kinetic Games. Phasmophobia. 2020 11.Kojima Productions. P.T. 2014 12.KOTAKE CREATE. The exit 8. 2023 13.Mob Entertainment. Poppy Playtime. 2021 14.OMOCAT, LLC, MP2 Games. OMORI. 2022 15.pgWave. 2023 16.Revenhood Games. In Silence. 2020 17.Red Barrels. Oh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh, uh… 2013 18. Steelkrill Studio. The Voidness. 2023 19.Tecmo. Fatal Framework. 2001 20.Tensori. POLS. 2024 21.Visceral Games, Motive Studio, Sumo Digital, IronMonkey Studios, Firemonkeys Studios, Eurocom, Motive. Dead Space. 2008-2023 22.Xefier Games Inc. Hillcrest Games Inc., The Classrooms. 2022 23.Zeekers. Lethal Company. 2023 24. Jonas Rickkonen. SCP: Construction Break. 2012 25. Andrew Quiste. Anemoiapolis. 2020

The Art of Fear: How Horrors Act on Players
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