quinta-feira, 5 de março de 2020

9 Years, 9 Lessons On Horror

By Thomas Grip
Edited by Kira

It has now been over 9 years since we released Amnesia: The Dark Descent. That is a bloody long time, and feels like we should celebrate that by talking about the craft of horror games.

Horror games are quite a different beast when it comes to the game industry at large. Most other genres revolve around what the player does. In a turn-based strategy you take turns doing strategy:

Into the Breach

 In a first-person shooter you shoot things from a first-person perspective:

Doom

In a Match 3 game you match three thingies:

Candy Crush: Soda


In a horror game, the activity is not at all as important. What is important is that the experience is a spooky one. This makes designing horror games different from designing within other genres. Many times the standard industry tricks just won't work, which makes one think about game design in a different light.

In the past 9 years we have learned a great deal about horror games, and to celebrate the occasion, I wanted to share 9 lessons we have learned over the years.

That being said, I don't see these lessons as only useful for horror games. There's quite a bit of overlap with other genres, especially any games that aim for a narrative-heavy experience.

And finally – this is by no means an exhaustive list. Still, the lessons here are at the core of the craft of making scary video games.


Lesson 1: Horror is not enjoyable

The basic emotion of horror is not a pleasant one – yet people play horror games wanting to experience horror. This is the paradox of horror as entertainment. This paradox requires game developers to be careful in how they deliver the experience to the player.

You could draw an analogy between horror games and rollercoasters. The basic purpose of a rollercoaster is to simulate the sensation of falling. Under controlled circumstances the experience of falling is thrilling and fun (at least for a good portion of people). But if you put someone in a barrel and push them down a cliff, chances are they will not find the experience fun at all. Even if they survive unscathed, the whole ordeal would be a horrible experience.

The same is true for horror games. If you have a game that only relies on jumpscares – figuratively throwing people off a cliff in a barrel – few people will consider that fun. This became apparent in certain maps in Penumbra. We thought it would be good enough for a scary gameplay section to have a maze and some monsters. Instead of becoming mazes of fear, they instead became mostly... annoying. Amnesia: The Dark Descent had similar issues towards the end, where the monster encounters were just that, not supported by any other aspects. At that point the game no longer felt as entertaining.

Well this is a familiar face.


Lesson 2: Players are working against you

For a horror game developer, the worst enemy is… the players. Seriously, if we could sit around and make games without having to worry about what the players will do and think when playing the game, life would be so much simpler!

As mentioned before, being scared is not a pleasant feeling. Therefore the players will try to optimize the feeling away, often unconsciously. In the end, the players will ruin the intended experience for themselves.

Take the demon dogs from our first game, Penumbra: Overture. The game takes a bunch of time to build them up as creepy monsters that stalk the dark mines. However their AI has some weaknesses that some people are very quick to catch. Hence the dogs become easy to defeat, and are no longer scary.

Can't get me. I'm on a box.

And the crazy thing is that the players complain when this happens! They probe the system for flaws and choose to exploit them, yet want the dogs to remain scary. So their behaviour ends up going against their will.

Some games solve issues of player exploitation simply by making the enemies extremely hard (think Dark Souls): they make sure the monsters are just as hard to beat as they look scary. Another approach is to instead skip much of the gameplay (think Dear Esther): if there are no mechanics, there's nothing for the player to exploit – problem solved, right?

I don't think either of these solutions is optimal. Instead I think one should aim for a third route: making the players think about actions in a more narrative fashion. More about that later!


Lesson 3: Scares alone won't make a horror game

Horror is like a spice that defines a dish. You cannot do without it, but you can't cook a dish solely out of spices either. That would be just gross.

As an example, let's take three horror movies I consider to be at the top of their genre: Alien, The Exorcist and Ringu. All three movies deal with very different subjects, have different styles, and are overall different from one another. But there is one thing they have in common: they all have very few scares in them!

Instead each movie is mostly about the characters, the discussions, the anticipation of the horror – building up the atmosphere and the dread of things to come. Very little time is spent actually facing the horror.

Let's get back to our roller coaster analogy. When you think about it, the actual roller coaster ride lasts a very short time. Most of the time is spent doing things like buying a ticket, standing in line, and hearing other people scream. All these actions are not superfluous extras – they build up for the actual ride, and are crucial to the overall experience.

When we first made the study section of Amnesia: The Dark Descent, we implemented a ton of jumpscares. Books fell down from shelves, doors banged, pianos started playing and so forth. But as the map became more complete, it felt like something was off. So we reduces the scares to just a couple, and instead focused on letting the player learn the castle's mysteries. At first we were afraid this would make the level too boring – but as it turns out, spacing the scares apart made players much more scared than previously.

In horror, less is often more.


Lesson 4: Fun gameplay is just too… fun

In a horror game more than any other, the players go in expecting to have a bad time. And as designers we want them to feel anxiety, despair, and a whole array of negative emotions. But gameplay – because it's so damn engaging – tends to counteract all these juicy emotions.

Let's use Dead Space as an example. When I started playing it, I was really scared, walking around slowly and peeking around every corner. Then, about an hour in, I learned how to kill the monsters, and what tricks I needed to survive.

Dead Space 2 promo art
All of the fun, none of the horror!

Not only did I get good at killing the monsters, I thought it was great fun! The things that used to terrify me now became a source of amusement. Instead of dreading the monster sounds they now made me excited – oh great, another necromorph to dismember!

So where did the fear go? It was simply overshadowed by the rewarding gameplay.

Us humans tend to have this thing called attention, and we only have a limited amount of it. If the game is constantly engaging the player with thinking about their aim, checking ammo, and looking for loot, there's no room left for much else. In other words, the players' brain will lack resources to frighten themselves.

The early designs of Amnesia: The Dark Descent included genre-typical weapons, and even guns. We also experimented with very elaborate puzzle set-ups, everything from swinging chandeliers to redirecting rays of light. All these caused the same issues as Dead Space. They were too fun, and took attention away from what mattered: getting scared.

Eventually we decided to reduce the "fun" elements the gameplay had – and it paid off.

We saw this very clearly when watching Let's Plays of the Amnesia games. Since players didn't have things like combat to pay attention to, they reacted to things they might not have even noticed in other games. A vague sound, almost like a footstep, was suddenly a reason to look for the nearest cupboard to hide in. Had the players minds been filled with thoughts of loot boxes, they would have never reacted like this.


Lesson 5: Narrative is a core element in good horror

So if engaging gameplay can be counteractive to the horror, and you need to be careful with the scares, what do you fill a horror game with?

While no silver bullet, narrative is a big part of the equation.

By building up a narrative, us game designers can make game worlds bigger and more intricate than they actually are in-game. We can prime the player into doing a lot of the scaring for themselves.

In order to explain this, let's take a random image let's take a random image of a quaint town:

Aww, I wanna go there. :)

This feels like a great place for an evening stroll, right?

Now let's give this image some backstory. Put on some spooky music, like the Amnesia soundtrack, and read the following:

It has been two weeks since a huge storm cut the town from the rest of the world. All means of communication are down.
Today, our emergency services received a call – it just started out as static, a joke that kids would play, but then the screaming started. The screaming of people, then an otherworldly roar, nothing a man nor beast on Earth could make. I had to find out what happened to these people up the serpentine road from us. 
I am now here, yet no one else seems to be. It's like everyone vanished. But as the cold sun sets down over the mountain, I get a sense of unease…

...And now look at the picture again.

The worst monster of all is leaving the lights you've been murdered horribly.

Not so cozy anymore, right?

A new context leads to re-interpreting the environment based on this information, and get into a different mindset based on it. While you previously admired the view, you are now scanning it for signs of danger.

A big part of horror takes place inside a player's head. And by fueling their imagination, we can turn a cozy village into a place of terror and despair.

Looking back on which areas worked in Penumbra, this component became apparent. The most loved environments were those where players could use lore and environmental clues to fantasize what happened… and what could happen. The expansion, Penumbra: Requiem, lacked a lot of this background information. So despite us designing some of our best puzzles and implementing interesting visuals, Requiem was received quite badly. Without a strong narrative component, the players didn't get the experience they wanted.

Penumbra: Requiem, or as we call it, The Marc Game.


Lesson 6: The world must feel real

In order for a horror narrative to have proper impact, the world it takes place in must be taken seriously by the players. But what does "serious" mean? Grey and brown tones with no cartoonish elements? Not quite.

Let's draw a parallel between real and imagined worlds. If you suffer from nightmares, there's a trick to that: make a habit out of knocking on walls, tables, or whatever is closest to you. Eventually you will start doing the same when you're asleep. However, when you knock on walls or a table in a dream, your hand is likely to go through the surface – that's how you'll know you are in a dream, and no longer need to be afraid of the world around you.

Making horror games is basically a business of creating nightmares. But it's hard to be successful when you have a bunch of players (those damn players again!) constantly doing the equivalent of "knocking on surfaces", simply by playing the game. As soon as they discover some sort of glitch the immersion of a terrifying world breaks, and it takes a long time to build it back up again.

Let's look at an example from Penumbra again. In Penumbra we want the players to imagine that the demon dogs are "real", implying all the traits (demon) dogs possess. So, we want players to be worried about encountering a dog, and hiding from it. However, some players "knocked on surfaces" by messing around with the environments, and figured out that the dogs can't reach you if you camp on top of a box. So, whereas a real dog could jump up on the box and chomp the player up, the AI dog cannot. Therefore the fantasy of dogs as "real" is lost, and the game loses a bunch of its scariness.

The intended reaction when encountering a demon dog

Because of this effect, game developers have to be careful about how they construct environments, and what tools they give to the player. There should be enough things to do to make the place feel real. But not so many as to aid players in breaking the illusion.


Lesson 7: Keep it vague

You know creepypasta and scary photos you can find on the internet? Almost always the thing that makes them scary is that they leave a lot to the imagination. Seeing a silhouette and glowing eyes out in the corner of a photo feels threatening. A close-up glamour photo of the same monster does not.

AAH! What IS that?

Oh, just our good friend Terry bringing us a gift. (by ThiccBoiMyers on Discord)

As mentioned before, much of the horror comes from simply not being sure what the hell you're looking at. It's when there is a gap in our knowledge, a certain amount of uncertainty, that horror can really shine. This is especially true when you combine it with some sort of danger element.

It is quite common in games to make sure the player understands the systems in place as clearly as possible. This often results in some really daunting tutorials. Of course for some games, like fighting games, it's important to have in-depth knowledge about the systems to be able to optimise the game. In horror games we actually want the opposite!

A vague and uncertain game system is like a creepy photo. You can make out enough to get an idea of what's going on, but there's still room for the imagination to go wild. Let's use the health meter in Resident Evil as an example. Internally it is an analog property, a decimal number from 0 to some value, but the player will only ever know that it has "three" states. This strikes a great balance between giving information and being vague, and helps crank up the tension.

The sanity system in Amnesia: The Dark Descent is similarly vague. You know scary things – whatever those are – lower your sanity, and bad things – whatever those are – will happen if it drops too low, so you don't want to risk it.

This was not always the case. We started out with a pretty straightforward gameplay system, hoping players would play along with it. However, people either game it or got frustrated by it. When we tweaked it so it was much less clear how it worked, it sparked player's imaginations and it was much more enjoyable.

Alex isn't looking so good.


Lesson 8: Players need a role

All stories are driven by the characters that are contained within it, and how a plot plays out is determined by the characteristics of these characters. Just imagine how different Jurassic Park would be if the annoying lawyer guy was replaced by Judge Dredd! So, in order to get the most of any narrative, it is crucial to establish roles.

Games are no different. The role that a player inhabits will determine what actions they have at their disposal, what their goals ore, and so forth. Knowing the character is a vital component in order for the player to be an active part of the story.

Yet this is one of those components that many horror games forget. You are often thrust into a story as some generic character. Often the thought behind this is that the player would "play as themselves", but this is not how any narrative really works. In order to properly parse a story situation, you need to understand what kind of person is dealing with it.

Say that you come across a corpse. You are playing as Sherlock Holmes, a corpse means a case! You will want to search for clues and try to solve the mystery of how this person died.

Now imagine you're playing as a flesh-eating ghoul. Now the same corpse is suddenly dinner - yum!

An alternate universe where Daniel is turned into a ghoul. Bon appetit!

In most areas, horror games are well beyond your average game in terms of narrative. But for some reason, a large portion of horror games just fail to set the player role properly. It's strange, relying on a narrative backbone, yet losing so much of the atmosphere by not defining the player role.

Another big reason for defining roles is that it can help with some of the issues addressed earlier. For instance, it can limit the number of actions the player feels is rational to take. For example Penumbra's protagonist Philip is a physics teacher, so while he could perhaps fight some demon dogs, it would be more logical to run and hide from aggressive humanoids.

This lesson we clearly learned in SOMA. At first we thought about having a non-speaking Simon with very little character. However, this made player distance themselves from the events. Things got a lot more personal when they played as a character who was reacting to what was happening. While players previously wouldn't ponder the strange events in-depth, Simon pushing them in the right direction it worked much better.


Lesson 9: Agency is crucial

When I talk about agency, I'm not talking about the CIA. What I mean is agency of the free will kind. A game that has a lot of agency lets the players make decisions and feel like an active part of the narrative.

This is closely tied to the previous lesson. Not only do we want to give players a role, we also want them to own that role. They need to feel like they really inhabit the character they are supposed to play. A game can achieve a lot by combining agency with keeping things vague – and letting players decide to take uncertain decisions.

Say that you are faced with a dark tunnel – dark tunnels are pretty scary!

Now imagine that the game explicitly tells you that your goal lies beyond the tunnel. There's no choice, you gotta go in. And if the game forces you do something, it will also make sure you do actually have the means to complete this quest – in this case get to the other side of the tunnel.

What's the worst that could happen? :)

But what if entering this dark tunnel was voluntary, or at least presented as such? The game vaguely tells you that there might be something important there – but you don't know, and might also be a certain death. All of a sudden the tunnel feels a lot less safe. By adding agency and making entering the tunnel an uncertain choice, all sorts of doubts pop up in the player's mind.

There's also a number of other ways to add agency. Say the player needs to do something unnerving, like Amnesia's Daniel drilling into a corpse to get blood out. In the game it is clear that there is no other option. Overall reactions to this was not very strong.

Just petting a guy's head while the drill drills a hole in it.

Compare this to similar moments in SOMA, where intended course of action is much less clear. Here players are forced to actually think through what they need to do, and get emotionally involved in the process of it.

While SOMA did do this part better, it also had its shortcomings. In Amnesia: The Dark Descent, the game was divided into hub maps, so there was no one path or right order to do things. These choices increased anxiety. Whereas maps in SOMA were way more streamlined, and we noticed a considerable drop in scariness due to this.


In closing

And them's the rules! As said before, these are not the only ones, but I believe these come out on top when listing the most important ones. You could also go into them with a lot more depth, but I wanted to keep this blog concise. A lot of my previous blogs in the design tag dive deeper into related subjects.

Finally, I want to close by saying that, because of all these special requirements for horror games, I don't think you can approach them like other games. Instead of "finding the fun" and iteratively building upon that, horror game design needs to start with some strong principles.

When designing a horror game, you want to hone into what you've chosen as your core principles, be it atmosphere, theme, or something else. Then, as you progress in development, you don't want to evaluate the game on how "fun" or "nice" it is to play – but in how well it fulfills its set core principles. And a cornerstone for being able to do that evaluation is to keep the above lessons in mind.

This in itself is a huge topic of its own, and will need to be dealt with in some future post. Stay tuned for more!

Brueckenkopf Review: Dream Forge Valkir Heavy Troopers

Seems I have not been on top of my social media for a bit. Christian over at BK has been at it again with another wonderful review of one of our kits.

Posted below, the review that has been run through Google translate. It may not be a perfect translation but you should be able to get the main points.

Thank you again Christian for all your hard work and observations!

 
 
At a glance:
Manufacturer: Dream Forge Games Product: iron core Valkir Heavy Troopers Price:Material: hard plastic
After opening a stack waiting with 7 iron frame on us, one of which contains the Bases:


Overall terminals (sinngerweise) 20 Bases in cast frame:

The other cast frame are each represented twice, or bulging me Biits all kinds We start with Allerlei arms and torso.:

It continues with legs and bits for the lower body:

And finally come primarily arms, shoulder pads and minds:
 
 

In detail:
Who knows our previous Dreamforge reviews that the suspects probably already know that the detail, again faultlessly fails again, we have yet shot a few close
 
 
 
 

Assembly:
The models of Dreamforge Games are known for two things: their quality and complexity. to the latter has once again confirmed also at the Valkirs because that the review does not appear until today, has a simple reason: I am yesterday simply not finished.
The assembly of the Valkirs is enormously complex, which is not only due to the sheer number of components per model, but also because each and every Beinpose arm position (depending on weapon) requires a specific combination of components. All components are (still and the subfields with a letter) provided with an exact number they assign unambiguously a particular pose. The search for the right parts takes time, and the fact that alone each subfield of at least 7 members (2 legs, 1 hip, 2 side plates, and cloth or plate for front and back) which, provides extensive search and puzzles ,
To avoid chaos and mixed parts, we recommend any Beinpose build sequentially. The following figure shows the taped legs and trim for front and back. The small side plates are still missing:

For our review, we first built only 10 models whose torso respectively from the front and back as well as an optional "backpack" exist:

The pairs of arms are made of weapon and two arms which are each permanently assigned and after weapons stance (shoulder supported / from the hip firing / weapon lowered), and align the selected weapon. Some weapons consist of several parts, including the heavy rifle, which we show on our following image:

A total of four weapon types are available:
  • Assault rifle (17 pieces)
  • Heavy gun (10)
  • Flamethrower (4 pieces)
  • Mortars (4 pieces)
Grenade launchers and heavy rifle are lengthwise each halved, which must be called at least suboptimal. While this technique allows a drilled from the outset run, but the long splice makes almost inevitable for unaesthetic transitions that need to be corrected with Liquid Green Stuff. Whether the small benefits justify these expenses, is at least doubtful. When smaller mortars this problem falls way less important, because the splice is weaker here.
After assembly of sub-bodies, torsos and pairs of arms, the models looked like this:

Done:
Now, only the heads and shoulder pads had to be mounted. The set incidentally comes with 3 different options for the heads, which are each 20 times yet, so rich for the complete set. In addition to these 60 heads come back 5 heads for Commander in classic iron core look to.
We have built two teams and armed differently. First, a classic squad with flamethrowers and grenade launchers:
 

And then a team with heavy guns:

Size comparison:
For size comparison, we now have two images for you. Firstly, an image with various other iron core models (Stormtrooper, Assault and Support Valkir Valkir), and an image with a Space Marine, a Mantic Enforcer and an Antares-Algoryn:
 

Conclusion:
The Valkirs are a great kit with great worked out details, which is packed to the gills with options, and the effect really leaves nothing to be desired. The fit of the components is outstanding and the mold lines absolutely minimal. Dreamforge Games deliver with Valkirs So even hard plastic of the highest quality, and each player, which suits the style of the iron core models, making this definitely nothing wrong.
Even here, stay a few suggestions and criticisms:
  • We start the previously mentioned complexity of the kit. For beginners the Valkirs are definitely not suitable and Hobby veterans should plan for the assembly neat time.
  • Also, the longitudinally-divided guns are not ideal. You like design technically have their reasons, but for the hobbyist bring mainly significantly higher expenditure during assembly.
  • Particularly in view of the numerous other options, the lack of real command bits is a bit of a shame. The ever-popular "Show Hand", a melee weapon or a radio module would have been nice here that 5 command heads are nice, but only fit one of the three head options, from which it is moreover not differ.
Last but not least you could still complain about the sometimes somewhat static poses, they are given the heavy armor but realistic and are also relieved by advancing and rennende leg pairs more than adequate. Especially in contrast to the much more dynamic Stormtroopers is doubly clear that the Valkirs rather slow and steady advance, while the Stormtroopers take over the race.
As for the price, the Valkirs the top of the scale sort a. With just under 60 euros for 20 men they are 10 euros cheaper than 20 tactical Space Marines (their function and equipment they correspond best) for 70 euros. They also offer more options and enrich the Bitsbox the buyer enormously (although of course not for any really a useful bonus). The Enforcer of Mantic Games fall expected slightly cheaper from (their final retail price will be known in May), while 20 Concord-Strike Trooper for Beyond the Gates of Antares with 56 Euro are almost on par with the Valkirs (they have few options when assembling in 20 men but preserves the boldness 8 light and medium drones 4 as a bonus). *
As final conclusion one can hold, therefore, that a premium kit for premium price obtained with the Valkirs who only in some details shows weakness.