The Urchin
Member
So I did some more thinking on the subject and have a few more notes for you. One of the main things is that the game doesn't really need to be "scary" to the player, because lets face it most people won't get scarred by a game unless they are young and that's not really the age range for most horror games. The important thing is that you portray that the pcs are in a situation that would be frightening in real life. Let's look at George Romano for a minute. Possibly the best horror movie director ever. Where his movies scary though? Not in the slightest. BUT he portrays events that in real live would scare the shit out of anyone. Same with newer horror movies, stuff like saw or resident evil. Not really scary but definitely a scary situation. Your main concentration should be on graphics, setting, and audio. So, say you have a typical town tileset. To make it more horror esque we would want to first revise the graphics to be dirty, beaten down, destroyed, ect. Cracks and holes in walls. Overgrown plants. And in my opinion gore. Without it you are left with basically nothing more then a suspense thriller. Let me explain the definition of gore here, I'm not necessarily talking about loads of blood and guts(but kinda), but things like a raw fleshy looks to the enemy, visible muscle, body distortion and evolution, i hope you understand what I'm getting at. Kinda like your typical zombie look. Now for your setting, darkness will always portray a more horror look. Say you have a room with wires you need to splice to say open a door. The player would have to turn off the circuit breaker then splice the wires in the completely pitch black room. OR a second option would be that they could also find a flash light to make it easier. Outside areas with thick ground fogs work nice in horror. Notice I said ground fogs, not normal ones. This would probably require a little scripting but say make the fogs only overlap tiles marked with a certain terrain tag. Now as for audio there are several ways to take it. The BGMs are very open, their is many ways to make horror music. From slow to fast from bass to piano. So I really can't make many suggestion on the subject it's more of how the designer thinks the music would match the setting. BGSs are also game dependent and more so map specific dependent. Say your inside an old house. The floor would probably squeak. Maybe you have zombies trying to get in so groans, thuds, hammering, maybe a breaking window here and their. Or if you have a chain saw murdered then a distant chain saw would probably do well.