Thursday, 25 February 2016

Horror (notes)

These are my notes on how to make a good horror game




Extra Credits - Horror That Lingers - How the Uncanny Instills Fear(Floyd, D. and Portnow, J.2014A)

Surivival:
Slow burn
Tension
Psychology – into the cognitive flow  in the zone full enjoyment and focus. Rewarding. Passage of time
Clear goals and direction
Feedback
Confidents of being capable of completing the task – level of challenge vs. the level of skill
Control- belief that if you succeed it’s because of your actions and if you fail it’s down to you. –control of actions
Silent hill – psychological horror
Discomfort
Feeling less and less safe
Losing control
How the Uncanny Instills Fear – when something is not right. A disturbing feeling. Tense
Most of the scene is normal but a little dose of uncanny
The truth master is making the idea that is can exist in the real world

Extra Credits - Shiver with Anticipation - How Horror Games Create Tension Cycles

(Floyd, D. and Portnow, J. 2014B)

Pacing –
Start with tense start to get the players interested
Settle down and draw the baseline of what is going on
Before this gets too boring another tense moment where what you can learnt is establish
Down back down again
Then make this an even bigger tension scene than the last
Learn more about the goal before going to the main part of the game


This will be where the character has his last clam moment. The quite before the storm. The last reflection of his journey so far before the facing the challenge yet
The final tense scene which will stand the longest and will be the best scene for the full game.
After it was all said and done the silence after the war.

Tension and release curve in horror – intense engagement and rest.
Build the tension – scare you – then release
Don’t have keep to a high level of tension through all your game as it will be exhausting for the player.
Don’t keep scaring the players are they will grow custom to the scare and find it less scary
-The player needs closure to reflect on the overall experience
survival horror: Tension, satisfaction, curiosity and sorrow.
Break games into three pieces = Arc, Scene and  Action

Arc: the overall experience – the piece as a hole
Scene: sub-section or a level- a level should follow the same engagement pattern tension – scare – rest
Action: a specific moment. Example raising the gun, aiming at the target...BANG! then satisfaction and chill after you put the gun back.



Tension and release curve in horror –
The tension building is as important as the pay off. Those moment when then
You know something is coming, you fear when it comes but you don’t know when it comes
Minimal – spending long amounts of time before anything happens
Just waiting for it to happening. The longer you wait the more you get scared. Thinking to second guess when it comes.
Expectation of what going to happen.
Limits I perception: in the dark, right angles and closed doors.
The sound of a door opening  ‘EEEEe’, shhhh’ of leaves. The ‘pinggg’ of objects dropping.
Red herring
Key themes:
Fear, distrusting, discomfort, irritating

The Psychology of Scary Movies 
(Hess, J. 2013)

Tension
Mystery
-Suspense
Gore
Terror
-Shock
Relevance
The universal fear of things like death and the unknown
cultural relevance dealing with societal issues
personal relevance to the protagonist or in a way that condemns the antagonists
Unrealism
-comfort in knowing that this isn’t real.
-hyperrealism
-Enjoyable and not too serious 
-soundtrack, video game cliché, black humour

Sigmund Freud -Uncanny
Aristotle -Catharsis
Dolf Zillman – Excitation transfer theory
Film Scholar Noel Carroll - Curiosity and Fascination
Societal fears
4 CATEGORIES OF HORROR WATCHING
Gore watching – low empathy – High sensation seeking – identify with killer
Thrill watching – high empathy – high sensation seeking – identify with victim
Independent watching – high empathy – positive outlook (overcoming fear)
Problem watching – High empathy – negative outlook (sense of helplessness)
Horror = nightmares
Horror is a safe place to practice  survival skills – face our fears. Try and fight back. The face impossible odds and win. 

Bibliography  

Floyd, D. and Portnow, J. (2014A). Extra Credits - Horror That Lingers - How the Uncanny Instills Fear. [online] Extra Credits/YouTube. Available at: https://www.youtube.com/watch?v=vSKtTBjSBg0 [Accessed 27 Apr. 2016].

Floyd, D. and Portnow, J. (2014B). Shiver with Anticipation - How Horror Games Create Tension Cycles. [online] Extra Credits/YouTube. Available at: https://www.youtube.com/watch?v=OyiAR2BXtKU [Accessed 27 Apr. 2016].
Hess, J. (2013). The Psychology of Scary Movies. [online] Filmmaker IQ/YouTube. Available at: https://www.youtube.com/watch?v=OcAfzK4YPSI [Accessed 26 Apr. 2016].

McMahon, J. (2007). Aesthetics and material beauty: Aesthetics naturalized. New York: Routledge.

 Neuendorf, K. and Sparks, G. (1984). effect of forewarning on emotional responses to a horror film. Journal of Broadcasting. [online] Available at: 


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