How to Create Horror in Games
Posted by Delphinus on July 27 2007 13:41:00
Horror. Horror. HORROR!
Very few LT games contain even a very small grain of horror in them. Is this inability to write in this elusive and difficult genre? I can't say that for sure. Nonetheless, I have written this tutorial for those who wish to make their games more creepy, but don't know where to start. After all, what's the point of a zombie without decent tension? BE WARNED! THIS ARTICLE IS NOT FOR THE FAINT-HEARTED!
Firstly, the element I like to call 'The Build Up', or even 'The Snare'. This prepares the player for a sudden shock, and can even scare and disturb them without a grain of physical evidence. Observe:
As you enter the children's bedroom, you hear a rattling of chains. Turning, you see a large man, madness in his eyes, in the doorway, covered in blood and holding a knife.
Although maybe disturbing to a certain point, this holds no clue or suggestion to what happened here. It merely tells us about a man with a knife. Compare this to the next one:
The nursery dark and gloomy, and the flicking of the light switch brings little comfort. A knife lies buried deep in the covers of a bed, piercing through to the other side of the duvet, and thrust deep into the mattress, a toy bear impaled to the bed by this very knife. There is a noise.
Drip.
Drip.
Drip.
A thick, acrid liquid is dropping onto you. With a start, you realise it is blood. A dark figure stands over you, and from another knife, the blood drips.
Drip.
Drip.
Drip.
I dare say that the later was more creepy, although more information was withheld. It is precisely because of this that it was more disturbing. Remember, hold it back, and suggest unpleasant elements and events.
Secondly, 'The Shock'. This is the actual revealing of the disgusting/unnatural part of your description, but here, timing is very important. If revealed too soon (before 'The Snare'), the player will take the fact on fact alone. However, if too late, pressure is gone. Also, classic horror elements may be exploited to frighten the audience more. For example, making a zombie appear on the penultimate grave searched, rather than after the player finishes searching, will increase the blow.
?Five dusty shelves adorn the basement, and liquid drips from the ceiling, creating a foul odour. You look on the first shelf.
Nothing.
You look on the second shelf.
Nothing.
You look on the third shelf.
Nothing.
You look on the forth shelf.
A rustling.
A click.
The soft thump of a body.
Creaaak...
You are jumped by a human-like figure!?
And finally, always remember to try and transform normally innocent objects into instruments of horror. E.g.: A video of a child running on a screen inside a creepy setting, a bed with chains attached to it.
Let your imaginations go wild.
Also, stop at a point. You don't want to drive the player insane.