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Re: the concept of fear and horror [Re: capanno] #116612
04/01/07 22:11
04/01/07 22:11
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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Netherlands
Yeah, that would work Capanno, but somehow you should make it clear to the player that that's "meant to be". It's a bit dangerous too, since people could easily think the game is simply unfair and overly difficult.

I'd say, give them some ammo, but not enough to win the game by using their guns as normal murder weapons. Combined with deadly physics, this could provide cool gameplay. Think 'MacGyver' kind of solutions to escape the foes, traps or whatever. Such an approach could end up having a very unique and exciting gameplay (as long as the player has a reasonable idea of what he is expected to do along the way),

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: the concept of fear and horror [Re: broozar] #116613
04/02/07 07:15
04/02/07 07:15
Joined: May 2006
Posts: 50
austria
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roald Offline
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roald  Offline
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austria
good morning...

does some of you guys remember thief (i played only part1...long time ago )??

thief wasīnt a horrorgame per definition...but: it was really scary to HEAR all those cratures and enemys all the time, even when you canīt see them...

greetz, roald

roalds home:www.playpublic.com

Re: the concept of fear and horror [Re: roald] #116614
04/02/07 07:34
04/02/07 07:34
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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True, the zombie sounds were awesome. It's one of those things Doom3 kinda tried to implement, but I wasn't really that impressed. It did work in Doom3, but in Thief: The Dark Project it was much more convincing. Perhaps this is really related to the exact sounds that were used or something.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: the concept of fear and horror [Re: PHeMoX] #116615
04/02/07 08:54
04/02/07 08:54
Joined: May 2006
Posts: 50
austria
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roald Offline
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austria
hi PHeMoX...

i think the reason why the concept worked in "thief" is: things/cratures, you are not able to control (AND you know damned good while playing that the ARE NEAR BY YOU)scary a lot...

maybe itīs not to know what happens next...

roald

roalds home:www.playpublic.com

Re: the concept of fear and horror [Re: roald] #116616
04/02/07 10:53
04/02/07 10:53
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
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Inestical  Offline
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Finland
I liked Thief because the athmosphere was.. scary.

In general, horror should be something, maybe not in dark, but the feeling must be pushing and somehow making you either see nightmares or quit the game.

It must make your arenaline run. Silent Hill -series, Thief 1 & 2 and erm.. ar..
can't make names up.. but anyways.. are games that have the feeling ;P

Oh, return to castle wolfenstein


"Yesterday was once today's tomorrow."
Re: the concept of fear and horror [Re: Inestical] #116617
04/02/07 13:24
04/02/07 13:24
Joined: May 2006
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austria
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roald Offline
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austria
hm....maybe adventuregames generally have to be "look like out of contol"????


roald...thinking.

roalds home:www.playpublic.com

Re: the concept of fear and horror [Re: Inestical] #116618
04/02/07 18:58
04/02/07 18:58
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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I think one other thing that made the 'zombie sounds' scary in Thief was the fact that those enemies were rather hard to beat and it REALLY had good advantages to avoid them.

That element isn't present in Doom3 at all since you can't even avoid them and thus have to defeat those enemies. Inevitabilities, however are NOT scary.

Quote:


hm....maybe adventuregames generally have to be "look like out of contol"????




Yes, that's probably true, players should have the urge to investigate what went wrong, why some things are different or why the maincharacter's life is in total chaos.

A great example in my humble opinion of an excellent adventure game is Full Throttle. The introduction into the game is very important and they did a great job. You start in a dumpster, lost your bike keys, motor not functioning and some bad guys dumped you in a dumpster for a reason unknown to the player. Enough questions to get started and quickly get involved into the game.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: the concept of fear and horror [Re: PHeMoX] #116619
04/02/07 20:08
04/02/07 20:08
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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Germany
I played all three thief games but the last one had certainly the most horrible level. (It is this one level that's really worth buying the game) The most horrible thing was that there weren't any enemies in the first part of the level at all, but a lot of stranges noises as steps crying and of course noise made by yourself. But of course you didn't know that that's what made it so crazy and after some time when I just started to realize that there wasn't any dangers at all in the level I run around a corner directly into a zombie, that was terrible. I think that's a very important fact to create fear and horror, to make the player insecure and then give him a gib surprise.

Re: the concept of fear and horror [Re: RedPhoenix] #116620
04/03/07 02:13
04/03/07 02:13
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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well, to achieve the feeling of fear in the players mind there are many things one can do...

its like the fear of getting hurt is more often more horrid than actually getting hurt. you can use that to your advantage.

a very good example for this is resident evil, and condemned too.

in condemned i got so freaked by those cardboard people that allways show up if you turn around untill you drop into the hole in the sewers i really got paranoid. and in resident evil the sheer knowledge that there is something behind the next corner freaks me out. there is nothing behind the next corner. so i relax, just to be hunted by those damn hunters...

and what makes things worse is that all i got is this silly knife and a pistol. like, who needs a pistol if a cardboard figure comes to life? i dont need a stupid istol i need to get the hell outa here...

basically, thats all you guys said, just shorter^^

Re: the concept of fear and horror [Re: sPlKe] #116621
04/09/07 15:31
04/09/07 15:31
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Netherlands
Quote:

and what makes things worse is that all i got is this silly knife and a pistol. like, who needs a pistol if a cardboard figure comes to life? i dont need a stupid istol i need to get the hell outa here...




Lol, yeah, that's exactly the right feeling. In Doom3 a reaction would be 'damn I need a bigger gun' eventhough you're practically in 'hell' because the portal was opened. What's wrong here? Exactly, you should be getting the feeling 'damn I've got to get out of here' instead. Sure, Doom3 is a interesting game, don't get me wrong. But Criminal Origins both scares ánd makes you want to find out what the heck is going on, apart from having the constant fear of being beat bad. Criminal Origins is pretty difficult because weapons are not overpowered and single enemies can actually kill you. (In Doom3, although not really overpowered, the weapons feel too powerful somehow, not sure why.)

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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