HOW WOULD YOU MAKE A HORROR GAME Yea Forums?

HOW WOULD YOU MAKE A HORROR GAME Yea Forums?

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I wouldn't.

Before anybody answers, define atmosphere

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Give it a YOU ARE FUCKED FOREVER atmosphere. There is no indicator where and when a murderous asshole or monster will appear. May very well finish an area expecting there being murderous assholes and monsters, but none appears. Only the sound effects will make you paranoid.

>define atmosphere
are you this uneducated?
nigga just google it

Idk very basic weapons and limited ammo, no jump scares just creepy visuals and eerie music, detailed environments, fleshed out characters with lots of dialogue options, no companion bullshit, no co op

4D shenanigans

A game about a doctor doing the rounds in an MK Ultra hospital.

>Before anybody answers, define atmosphere
If you need to define that, you might be legitimately autistic.

But fine: Atmosphere is general set of emotions and associations the game elicits from its audience as their immerse themselves in it. It's a product of immersion (the state in which your brain temporarily accepts the fictional world of the game "as if it was real"), reinforced by consistency of themes and symbols used to evoke certain particular emotions and states of mind.

You get strapped to a couch and an old man spreads his flaccid asshole in front of your face.
He tries to fart in your face but nothing happens.
You can only see his butthole puckering and distending.
One of his hemorrhoids becomes swollen with blood and pops.
Then his fart actually lets loose and a little nugget of poop flies into your characters mouth.
The game has no controls outside of 'press space bar to chew up the poo'

Get fucked

I'd make it a survival game in a procedural ruined city and the surrounding suburbs. There are massive eldrich horrors stalking across the landscape and tentacles protruding from rifts in the sky.

You have to traverse the city from point A to point B for some story reason, while staying as hidden as possible and desperately fighting the smaller but no less atrocious horrors that spawn in the shadows. Along the way you'll have to make decisions as to take dangerous quick routes or safer slower routes.

One of the biggest mistakes horror game devs make is not allowing the player to fight. I fucking hate all these walking sims disguised as horror games. Fighting in horror games doesn't diminish the scariness. Silent Hill and Condemned 1 and 2 showed us that. Horror relies on the atmosphere, setting, and story not whether you're helpless or not.

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Yeah, it's unpleasant. But we need to take the genre to some dark places to reinvigorate it.

10 anons in pony costumes in searching for exit in a big manor with barneyfag on the loose

You know... That's a good idea.

>The game has no controls outside of 'press space bar to chew up the poo'

the fucks wrong with you nigga, at least allow the player to spit the poo back at him

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I'd make it about a serial killer who lives in the outskirts of town, who does nasty shit and fucks with peoples minds.
On top of that, you have to fight monsters that are generally disgusting to look at.

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When the player quits from the game, the exe keeps on running titled as "whatever their current browser is that is open.exe" and it'll play a screamer in two hours and flash back up to show that the player had died.

jumpscares

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Second input: "Hold S to swallow"
You have to hold it for 15 seconds

Turns out I don't need to play a horror game to get creeped out don't I?

I hate these inetllectual "define this" stupid fuckers.
He definition already exists big retard, you dont need anyones opinion on a fucking definition

studpid wanna be intellectual faggot

Porn jumpscares

>game establishes restrooms as save spots, aka No More Heroes
>In one of them the antagonist you dodged for the entire game breaks a hole in the stall and grabs you by the dick

Some point in, my game would just brick the device you're playing on for 3 minutes. That'd be pretty scary.

SCP:CB but in a modern engine.

This, but with Death Stranding-esque movement mechanics like climbing, physics based ladders, ropes, etc.

Do you get to watch your character get eaten alive/other gruesome deaths if you get caught by the scarier monsters?

you can't say SCP while there are D-boys singing Through the Fire and Flames on the PA system

>One of the biggest mistakes horror game devs make is not allowing the player to fight.
Agreed. While being unable to fight back can work in very specific examples, I still prefer the feeling of helplessness and panic from going "Will I be able to last another encounter/please don't let it spot me" when you're low on resources or a "oh god why isn't it falling, [lesser enemy] would have died x times already" when choosing to fight a new enemy. It's weird that being able to fight back makes me feel even more helpless in some scenarios

This.
Only game i remember using this was Eternal Darkness on the GameCube, but to be honest besides the Silent Hill games i don't play anything else.

This is why I love RE2make. I remember one time in the area near the beginning of the game, that dark hallway that leads into the speaking room, I was running away from a group of zombies that I didn't have enough ammo to kill, and then as I got to the hall where you turn left to get to the garage door (to where the black guy was), two more zombies came around the corner when I was half-way through the hall.

So I was like "oh shit" and ran through the door into the dead-end speaker's room. Seeing them all bang on the door was scary as fuck. Past this point I don't really remember, but I think I killed at least one of them with my pistol when the door opened, then I had to escape from another with a knife, and almost got killed by two others before escaping.

What makes RE2 so good is that despite the zombies being semi-easy to kill, if you're dealing with multiple of them and you make a mistake in your positioning or a rash decision, you can get fucked up really bad. Fuck X's footsteps...

Ive had this vague idea for a book/ video game but I don't possess any skills to make either but here's the rough idea:

You're a solo person with no real family and either you work from home or you have an inheritance so basically you kinda just sit around all day and play video games. You do have this online friend though that you've known for years. He wants a travel partner to do a roadtrip across the country so you decide sure lets do it. The mechanics are pretty simple
>you see subtle movements from the corner of your vision that just look a little bit wrong.
>people along your trip just seem slightly off, the way they look or their shape.
>from a distance you could swear you see people looking at you but their faces are slightly blurry so you can't be sure.
>really normal noises sound out of place or off.

This gets worse and more obvious as you reach your destination. You could add things like hearing knocking while sleeping and feeling like your body is the wrong size or the room is misshapen. In the end you reach a grave, forgot why your there and there was no friend all along

Probably a shitty idea and I'm garbage at writing but I think the subtle things wrong are the scariest part.

you are a black man robbing a house and must avoid waking up the owner who has a gun and the more items you carry the higher the chance of floorboards creaking will be

GTA SA (sorta) did that

Like THIS

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So basically a kinda rip off of amnesia? ok

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Give things consequence and they become terrifying.

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Just you walking alone through a long and dark corridor
things may or may not happen

phone calls

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The Exorcist Vr

Use this as inspiration.
youtube.com/watch?v=_eRNh8wmwWM

Getting rid of the game over screen entirely. I really enjoyed the mindfuckery Senua's Sacrifice did. It was amusing how even some critics fell for the permadeath and mentioned it in their review as a negative thing, only to correct the review afterwards when they learned it was only a scare.

Do you know what song that is? It sounds so nice.

>he doesn't know UNINSTALL

make the danger at day and the safety at night

Why is it a gif?

VR Game

You're playing a dude in a wheelchair, so the movement is very clunky.

if youre playing with move controllers, moving your wheelchair is actually achieved by using your move controllers to move the wheelchair to propell the individual wheels like you'd do IRL.

there are obstacles you can't pass, but the bad guy can (stairs for example)

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except no one, literally NO ONE thinks eldritch are creepy.

everyone likes it cause its cool, but it doesn't really add up for the spoops.

Thanks, friend. It really is a good song.

The player has to submit their credit card information when beginning a game. Dying deducts 20 dollars from their account.

your character has a smartphone you can and need to use to progress. thing is, it gets fucked early on in the game so its battery dies quickly - and you'll need multiple of its functions often. so using the low battery life span of the phone wisely is crucial.

let's say, in order to make progress on some point in the game, you'll need to lookup something in the phones (ingame own fictional) internet. or some puzzle needs you to use the phones camera function. but the game has a lot of dark areas too, so you'll need to use the phones flashlight. so you'll better think twice to use the phones flashlight. you can charge your phone on rarely found sockets, and even then, its a matter of a few minutes to let it recharge while you can explore further more.

another function of the phone might be the alarmclock that you can use to make noise to attract the bad guy/creature whatever.

this whole phone mechanic is basically what many games to with flashlights and found batteries but on steroids.

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Sounds like NOCT

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that looks really cool

But in this case, you can kill your enemies. You have to go and be tactical about it.

You have a non-gif version of it?

Not bad user

Like the SWAT games except crank up the depravity/horror of the missions, like Manhunt or Condemned tier
Add custom levels and mod tools/support so players can create their own spooks

I'd make a good videogame first, and then add horror elements.

not him, but maybe it would be fucked up if his the characters wi-fi connection is really bad in whatever shithole he is. so, whenever you really need it, it will fuck you over. move around a little bit for it in order to work, long loading times with the phones internet, shit like that.

Paid jumpscare boxes

youtube.com/watch?v=C-HhS4djBL4
i'd say atmosphere in a video game is when it has a strange indescribable unique feel.(that's what we commonly call SOUL here)
look linked video.

>first person horror game mix of L.A. Noire type detective gameplay and SCP style monsters and horror

>you are a government agent tasked with the study and containment of paranormal phenomena
>you are assigned cases to investigate
>details include location, witness testimonies, photographs of objects or bodies found at the scene, etc. They don't directly give you the cause of the case but give you indirect hints as to what happened
>some missions might have you investigating cattle mutilations or reports of strange creature sightings
>others might have you investigating secret laboratories with strange experiments
>gameplay consists of the player running around trying to piece together what happened for each case.
>you find and photographic evidence, interrogate witnesses, and discover clues as to what is behind the events all while trying not to get killed by various anomalies, cryptids, aliens etc


the player eventually find ways to contain or kill the creatures they encounter

they could then view them in a gallery of sorts in the hub area (assuming they are captured instead of killed) which could also lead to a chapter where some or all of them break out and you have to escape the facility where they are kept. just like that one cabin in the woods scene.

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god what shitty pseudointellectual garbage this video is.

Damn, m8, you just stole my thoughts. Yet I wonder whether coop should be included. Definitely not robbing ranged weapons off player. Just for reference: RE3 or Alien Isolation have the best approach to managing combat in horror games. Minor threats can be managed by a player and the major ones are either extremely hard or fend-able for a time being. And during all cases its more advised to run or hide for safety. It may be interesting to see a game set around a SWAT unit of Racoon PD responding to first infection outbreaks in the city.

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lame

Less silent moments interrupted by sudden loud noises and more creepy atmospheres.

>pseudointellectual
maybe you're right but you can't deny the game has a strong ambience and that's the thing i wanted to point out by linking the intro scene and not the fact that the game was " deep" or something.

Put real horror in it.

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Allowing the player to fight, then adding an immortal enemy is fucking god tier unnerving.

fpbp

no its just gay

While you guys are discussing this topic, would you mind posting your favourite videogame horror music? It does not have to be from a horror game, just kinda fit the mood. Awkward droning songs are fine too.
I am trying to make a relaxing playlist.
youtube.com/watch?v=eZiu7x1PUH8
youtube.com/watch?v=sxYtrDFqVrI

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>One of the biggest mistakes horror game devs make is not allowing the player to fight. I fucking hate all these walking sims disguised as horror games. Fighting in horror games doesn't diminish the scariness.
almost every 3rd person horror game lets you fight
the fighting is always bad
what you want is a horror themed action (rpg)

Atmosphere = the mood that the game is trying to convey

You made me drop my phone you dog cunt

I would make people sign a waiver and they would have to be trapped for a month in a vr sim of a loner with no friends, family who care for him, neighbors who talk to him, and co workers that interact with him unless they have to.
They would return home to an empty 3 bed room apartment with only one room furnished for sleeping. One other with a desk, chair and a computer/console.
They would only have a choice of a few game to play and would need to be drunk in order to access them.
This would repeat every day and there would be no escape.

that sounds amazing compared to my life
where can i sign up

Exactly my point.

these are amazing

I can't fucking believe it

>2019
>still falling for this

I might be retarded

>First person sci-fi survival horror game
>You are the AI of a derelict ship, attempting to find out what happened to the crew after a sudden blackout in deep space that causes the emergency system to shunt you into a reserve server, stripping you of most of your administrator privileges
>You use robotic proxy bodies to interact with the environment and move around
>Each proxy body is equipped with the capability to dump all of the software in it into the nearest data center in case of emergency
>This serves as a continue, but each data center that you activate only has a limited amount of proxies for you to use
>If a proxy is destroyed while you still inhabit it, it's game over and you have to start over from the very beginning
>Each proxy body is also equipped with a short range taser. Firing it will restrict you from uploading yourself for a while, but will also stun its victim for a short while, giving you time to relocate and possibly lose any pursuers
>To combat the harshness of permadeath, the layout of the ship is generated anew on each new attempt

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Make ghosts the enemies. You fight them with iron swords and salt. You can only kill them temporarily and you need to find and burn their bodies/items. The farther in the game you progress, the more ghosts you run into and the more bodies and items you have to find. So its better to take care of those early ghosts first instead of running away because they will follow you and gang up on you pretty quick.

I'm of the opinion that horror works best outside of horror games. Getting suddenly thrown into a creepy as shit level (small example: stepping out the Temple of Time to find Hyrule full of re-deads) in an otherwise non-scary game provides a great contrast that makes it a lot more effective than a full horror game. For instance, in Dead Space you're pretty well-acclimated to the game by the third chapter and the only real scare after that is having to figure out how to deal with the regenerating necromorph

I saw a robot loli in the thumbnail.

I'd be interested in that user, but i'd have the start of the game be played like it was the collapse/end of the world. Maybe through news reports at the beginning and that the road trip you go on is to cope with this and the assumed reason people are strange and acting strange is because this "end time" is upon them. I take the ending you proposed but have that reveal it's their world collapsing and this is their way out/them coming to terms ?

Sounds like schizophrenia

I ain't falling for that shit user

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Several night shifts worth of urban hobo horror from the perspective to two beat cops.

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what's the creepypasta this is based on?

There's actually a location in WHFB pretty much made for this idea, minus the eldritch horrors. Wouldn't be a stretch to make the forlorn loneliness of the place drive you into a paranoid madness where you see things, though.

warhammerfantasy.fandom.com/wiki/Drifting_Castle

Your character has to vr dive in the cobbled together remnant of the old internet to uncover a secret the world government hid a hundred years ago. Old forgotten bbs pages, family photos of people long dead, schizophrenic ramblings, viruses, corrupt data, information ghosts, and an uneasy unraveling of what actually happened, while hunted by government security programs and meatspace swat teams. And of course your character dies in real life if he dies online

cute sexy girls

It's not really a creepypasta, it's literally just a picture of empty rooms and then that synopsis in greentext, word for word

I just look at any AAA title

your image already shows anyone what type of person the responders are dealing with.
just don't spoonfeed him. it's the most basic and most obvious insider rule to follow.
unironically baka desu senpai

Probably remove some control from the player depending on character status.
Or place the player in the role of an external observer guiding someone to safety, and let them see every gruesome detail when they fail.
Invoke both resource scarcity and Eternal Darkness-style sanity effects and distractions.
Or just stick to atmosphere and unsettling visuals.

How the fuck

One of the easiest ways to make a game "scary" is to play a very, very faint and low sounding rumble. Just a constant droning hum that you can easily ignore but it's also easy to focus on if you choose to.

The movie Hereditary wasn't mega scary, but what that movie had was some pretty fucking good tension with this trick.

I feel like that movie would have had a much more impactful ending had the whole demon prince thing have been just the ravings of the cult and the family torn apart essentially for no reason at all

I like that idea a lot actually.

Yeah that was kinda what I was aiming for. The other ending I was thinking of was you find yourself at the front door of a mental rehab facility of sorts, your friend was just your mind trying to get you help

Infrasound can negatively affect your mood even if you can't perceive it.

she's wearing a helmet. it's covering her eyes and nose. her mouth is open. she's sitting with spread legs and her hands between her thighs

Isn't it some shit like humans instinctively react negatively to low frequencies? We perceive it as a threat or something.

Yeah, dunno why. Maybe disaster warning or something

Implement mechanics where you get less shit at doing things the more you do them? Revolutionary, I know, but realistically, in a horror game that involves surviving, and guns; a average person wouldn't even know the proper firing position. You could reflect that in the animations, and over time as their skill increases, that is reflected in their animations. I don't know, that just seems neat.

Guy rents a cabin to go hunting far out in the woods away from other people. Everything's fine at first. He goes for a nice hike and sightsees. He comes across an animal in the distance who's staring at him, unafraid. He looks closer and realizes the animal doesn't look right. He sees more animals and they look off as well. Maybe sees a "human" or two. Skinwalker shenanigans ensue.

Got to have scary sounds at night while he's locked up in his small cabin as well as foggy, moonlit night wandering around scenes. A few days of unexpected heavy thunderstorms would add to the atmosphere nicely.

What would the actual core gameplay loop look like?

Bump cos interesting thread

"I like that idea a lot actually."
Thanks user

You'd possibly flesh it out that he has to hunt and gather during the day time to survive the night or to survive a long winter that's coming. Finding the source of the mutation (?)

Latex furries.

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>Open world that is completely still and colorless, the only sounds are your own footsteps and some ambiance
>There's a creature that inhabits the same world and it is accompanied by a cacophony of noise and appears as a chaotic mix of colors and light that bleeds into its surroundings
>Your objective is to escape, but to do so you need to find and absorb several balls of light that wander around the map and then find your way to a massive door leading out of the dead land
>These balls are other players in their own games and you are their creature, just like you are one ball of light to the player who is your creature

I have no idea how multi-connectivity like that would work, or even if it can work at all, but it would be pretty neat.

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2.
the pervading tone or mood of a place, situation, or work of art.
"the hotel is famous for its friendly, welcoming atmosphere"

I would just hire Frictional Games to remake System Shock 2.

probably a rogue-lite. threat of real consequences of death would keep tension. but i dont really have any other ideas for something like that at this time

bumping for interest

Make the player wake up every day and try to win arguments on a video game board against people who have never even played the games they are arguing over

why doesnt his get more attention? its an actually interesting gameplay mechanic unlike the rest of this thread

I'd make one where you have to ask out a girl at a bar.

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oh no

Have it be a normal game. However, very early on, one of the save points turns out to be a mimic. That one save point mimic is also the only one in the entire game. You will never see another one. Paranoid players will have a blast.

I like this He would have to be careful about which animals he hunts so he doesn't accidentally bring one of the skinwalkers in the house with him. Things get progressively worse (generator goes out, things he's gathered to survive start disappearing, etc) and he decides he has to try to get back to civilization despite the danger. The monsters might have left his vehicle alone to toy with him and let him think he can get away. He could drive part of the way and then the monsters could destroy the truck somehow. The problem with that is why wouldn't he have just left earlier if his truck was okay? Anyway, I guess it would switch to purely survival at this point.

I'd just make SH2 with more allowed exploration, really.

holy shit i hate idea guys

I remember a while back we had a thread about a horror game about a girl in a wheelchair

At some point she'd definitely be forced to crawl on her hands as something was chasing hed

>be stoners
>run out of weed
>paranoia kicks in

lmao no.
It very quickly becomes "oh it's this asshole again" and is annoying.

>mobile phone mechanics
Let me guess, zoomer?
Why not call the police and go home

Lots of jumpscare

Walkibg simulator with loads of jumpscares and the ending you wake up in bed and it was all a dream xd

>Why not call the police and go home

we haven't even decided on a plot yet, user.

maybe its in the twilight zone where the police can't enter. or, as already said, the phone is fucked. maybe it can't call anyone anymore.
or the police is corrupt and actually the plot's bad guys. Or you have no prepaid anymore.

this is such a non-issue man, simple to work around.

>Le zoomer boogeyman

oh fuck off dude, i'm sure i could be your father.

What was that game idea Yea Forums kicked around along with pressure where the premise was earth suddenly didn't have a breathable atmosphere? It was basically stalker but you needed air tanks.

>mfw trying to do this shit when it released with a rune crossbow

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I would make Doom but realistic. In that the maps are overall fairly similar but now you move skow and a couple shots will kill you. On the other hand a couple shots will kill most enemies too.

A hardcore tactical simulation in the Doom universe, with the odds stacked against you due to maps not having much cover.

Horror through difficult gameplay.

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That's just making problems so it works. It's just not that interesting. Very gimmicky.

Maybe make it not through jumpscares and common fears alone, but maybe something along the lines of an "Old Children's VHS you found in the attic" Type of ordeal. Art style is very reminiscent of Jack Stauber.
The plot probably goes that you found this old "Game system" In the attic, which for some reason comes in a VHS player. It's probably some adventure game? Or something along the lines of that. Loading typically takes long in that whenever you do something, it typically fades to black, making you feel tense on what's going to be there on the next screen. Plus, Long uncomfortable silent pauses after you're finished talking to a person, and sometimes whatever happens will take a fucked-up turn suddenly. Music is the erriest part about it too. It's mostly VHS distortion music that tries too hard to sound normal but ends up sounding uncanny. The game I imagine has multiple endings, let's say 3, with one of them I imagine you dying in the real world or something along the lines of that.

I'd base it on reality.

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Yeah me too, most of them are shitposters and not even trying.
I wish somebody would just make up something good.

Neat

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the important thing is to make sure combat doesn't take over though
dark corners of the earth had this problem where once the enemies start attacking you, I was constantly wishing for a gun, finally got it, and then promptly had part where you kill like 50 or so bad guys and the game just becomes a shooter from that point on. Atmosphere was still nice but it changed pretty drastically.

OPEN SPACES

DOUBLE BARREL SHOTGUNS

UNTRUSTWORTHY NPCS

CONTRAST OF COMFY MOMENTS WITH SHEER FEAR

ACTUALLY FUN AND NOT ABOUT AMMO SCARCITY

HONESTLY MOSTLY BEING FUN AND FOCUSING ON BEING A GOOD GAME AND THEN BEING SCARY SECOND

Exactly like Eternal Darkness

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Make the enemies sexy.

doesn't some fatal frame use the phone somehow like that?
its on my backlog (all of them)

u-u-uh, it doesn't have jumpscares that make me poop my diaper, there.

>how would you make a horror game?

>MAKE IT SCARY

Astounding intellect.

Kind of making something like this right now but not MK ultra. Will be 2D like Sanitarium.

This actually already exists, a doom mod called Hideous Destructor

>timed jump scares every 1-5 minutes
>microtransaction upgrade that makes this 5-10 minutes and the big spender value pack that makes it 30 minutes
>require light source and need batteries to keep light source powered
>put light source on timer that players can then pay for another battery or wait 20 minutes for it to recharge
>a quarter of the way through the game require online connection and prevent progression without it
>cut the game in half so it gets to market faster
>no beta testers at all we're going in dry
>release the rest of the story in a three part DLC
>after first DLC also release premium blood splatter and ability to remove jump scare mechanic entirely by tweeting at us for free
>announce the sequel before the third DLC is even released

>Buildings contain the goods and trappings of a thriving city, but everything is neatly lined up and tidy, as if never used. A thin dust covers every surface, and the signs of a gentle decay can be seen in the walls and all objects. The few trees within the city continually shed dead leaves, though none seem to ever lose them all. Tattered banners, bearing the herald of some unknown and forgotten house or people, flap limply in the lonely wind that provides the only sound in the empty streets and halls.

I don't know why, but utter desolation like this really gets to me.

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you are all fucking boring who are thinking in tropes and established and done-to-death conventions and mechanics

erase the fucking drawing board and come up with ideas that are not literally taken from game XYZ

a game about my life
haha just kidding haha

>Early 3d graphics
>distance fog
>creepy noises seemingly behind the walls.

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>Come up with something completely original after centuries of human innovation (or millenia, if you count from the earliest cave paintings)

Do you realize how extremely difficult, if not outright impossible that is?

make stressful encounters in a stressful locations

youtube.com/watch?v=id3hZUPp_ZI

I would make a shitty (but not full-on ironic shitty) low-poly unity game with something like ps1 graphics, and then halfway through with no warning a highly detailed monster with a much better model attacks you

>basically rip off Darkwood's camera and object pushing/pulling
>put it in a spooky mansion
>shenanigans ensue
or
>rip off that game Paranormal from 2012
>i.e. have to explore a haunted apartment and figure out spooky shit
>fucking up puzzles or observing shit that's too spooky drains sanity
>intermittently attacked by spectres that will also drain sanity
>low sanity ups the spook factor but only kills you when caught by a spectre or a deadly trap

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Find the most bizarre stories in religion and straight-up rip them off while stripping the specific religious ideology from it (creatures are creatures, evens don't have an overarching "God is making me put this axe through your head son!" thing going on, he just does for no reason, etc.). Set it in a sanitarium that shifts back and forth between run-down, fully modern, and not there at all at random. Involve a stalker that the player NEVER sees. Involve scenarios and ideology that most find repugnant (child rape, cannibalism, etc.). Never let the player guess at what is real and what is madness. NPCs exist only to screw you over and be found mutilated later. There is no logic. There is no reason. There is no answer. There is only the desire to escape and live.

It's really not. It's just extremely pathetic that most of you are brainwashed to just tweak the extremely limited pool of existing frameworks instead of coming up with an idea and rolling with it without falling into known cliches.
>it's RE2, but
>it's SH, but
>it's Darkwood, but

A good recent example was PT, which just had an incling of a somewhat fresh idea and was followed by many pathetic inferiourly copy-pasted iterations.

Has anyone ever actually seen one of these in real life? And no I dont mean the noclip meme, I mean like these types of rooms as an actual part of a building.

Brainlet.

For me, there would have to be a motivation for the player to keep playing. Maybe you enjoy being scared, but it can't hurt to add a reason to keep progressing. Mystery maybe, could be just to see the plot advance if it's well-written. Maybe it's the visuals and audio, or the game exists in a world you want to explore more, and the only way to experience it is to get there. Most games have reasons to play them. Horror games I think need at least one more than "it's scary." Counterexamples welcome.

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PT recycled a ton of horror tropes. What the fuck are you on about?

And people make references to existing products to help the reader to imagine the kind of gameplay/mechanic/atmosphere their idea would try to convey. If they did not do that, someone would most likely reply to the post, saying "That sounds like X".

I don't think you realize just how much shit is out there. 99,9 times out of a hundred, an idea you have has occurred to thousands if not hundreds of thousands of people before you, and chances are one of those people has already realized it too.

Execution is what really matters in the end. Innovation can only go so far.

>most of you are brainwashed to just tweak the extremely limited pool of existing frameworks
Trying to reinvent the wheel every time you want to make something is itself a pathetic attempt to distinguish a project by placing it being "unique" directly before it being good. Inspiration is taken from somewhere, and it coming from an existing game isn't a problem as long as it isn't cloned trite.
>a good recent example of a fresh idea was PT
Now you're just talking out of your ass

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The ever-looping level design which was partially done for economic reasons; easier to work with only one map and re-dress the stage when the player is cleared for the next cycle. Great concept for a teaser demo.
Game devs over the world went ''WOOOOOOOWW so original!!'' and made their own stupid little versions of of it.

Question: Define brainlet.

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Do you actually think that P.T was the first game that ever featured a looping level? Really?

Far be it from me to badmouth P.T, mind you. It was a great piece of work, but to claim it was original is ignorant at best.

The office I work in has an entire floor nobody uses and the floorplan seemingly makes no rational sense.
Its not yellow but it is bizarre and unnervingly quiet.

No I'm not claiming that you deliberately misunderstanding fuckstain. JRPG's like FF8 and Vagrant Story had this shit in their games and fuck knows what else, but PT did it FPV mode and that particular blend got copied ad nauseam, desperately.
I'm using it to make my point about most people only tweaking existing conventions, which is boring and is the reason most people are inherently bored out of their fucking minds when playing vidya unless they were born yesterday.

The most important aspect to me will always be sound design. System Shock 2 has ugly ass graphics and you are killing lots of things, but damn that sound design just makes me want to avoid fighting anything, they are just distinctly unpleasant and unnerving.

this is true and the reason silent hill 2 is the greatest horror game of all time

There have been several first person games with looping levels, as well. You have a point that it seems to be a trend these days that successful things are copied, but that's not because they are original but rather because they are successful. PUBG and Fortnite took an existing concept, ran with it and became some of the biggest success stories in the industry.

As said, it's not about innovating anymore (because it's almost impossible now), it's about how you execute ideas, regardless if those ideas have already been realized by someone else. It's an unfortunate fact that innovation cannot continue forever, unless people are willing to branch out into the absurd (and I mean really absurd, stuff making Alice in Wonderland sound rational), at which point the resulting products would most likely not be very good videogames.

If I was to make a horror video game I think it would have to include themes such as rape, torture, sexual assault, murder and sexual violence, I wouldn't want to rely on visual imagery only – not only would it not be a safe place to do such things but I wouldn't want a player to see the content on the screen.


However that statement is only because no one is doing horror games yet this has been a trend that is going on for quite some time. However with the amount of time that we have since Resident Evil 5 came out, something has changed in the interest in making a horror game that doesn't rely on visual imagery at all.


"In reality, video games aren't scary at all. It's because of visual art that many people will become enthralled with playing them."

A new trend was born to cater for our ever changing moods and attitudes to these things. As you can see in the last paragraph, I'm not going to claim it to be the worst example of such practices - but it certainly seems to be the most egregious example of them.

I've seen horror movies where players have to get used to the idea that the main character will do horrific things to them while keeping the player in the middle of things and then there's even a story where the main character is killed as they're being chased

tfw fell for it again

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You play as a man in his late 30's named Dylan Carrison who is a door to door salesman, he's looking to sell water refiners and he gets a call from this one guy that gives him an address to a large apartment complex, things seem very normal at first and the visit is going nicely, then our character gets drugged and brought to a farm house.
Over at this farm house they do horrible experiments and the main character has to fight enemies in his dream state and his awake state, there are monsters that lurk around the place and he soon realizes he is in a small town with very strange people and horrid monsters.

No other game demonstrated that potency more than Thief for me. Started the series with T2. Graphics looked like ass, was almost ready to uninstall but kept playing until I arrived at a basement door. Suddenly I got transported into a different mindset. That said, I don't think it's the most important element, but if done well it really elevates the experience.

Remove Meat

The standard atmosphere (symbol: atm) is a unit of pressure defined as 101325 Pa (1.01325 bar). It is sometimes used as a reference or standard pressure. It is approximately equal to the atmospheric pressure at sea level.

I'd play the fuck outta that game

>VR
>Lovecraftian
>Faux non-euclidean geometry
>Sensory deprivation
would love to make a game that turns people insane
or cave explorer, fucking cave explorer

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heavy emphasis on spiders

bonus points if I can make it VR somehow

what about spooky vr game ideas?
I had one about being strapped to a chair at the end of a hallway, and either some psycho/zombie/monster whatever is slowly making its way towards you. You have to unbind yourself using various movements/buttons but are not told exactly what to do. Meanwhile you can hear something coming closer but not always see it

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How about a multiplayer VR The Thing game? You would need to physically examine other players for irregularities to identify which one is not human.

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Spiritual successor to FEAR where it's partially horror with a spooky atmosphere but mostly action.

To expand
>Play as a PMC directly employed by a major global corporation with strong ties to the tech and medical industries
>Your squad gets deployed to an Arctic, multi-level, subterranean, research facility that has missed its scheduled check-in two days in a row
>Satellite scans of the area revealed several vehicles stopping half a mile short of the compound and deploying 20-30 armed personnel, who proceeded to coordinate a rapid assault on the facility and easily eliminate the on-site security forces. They have since moved their vehicles up to the compound and seem to have dug-in. The reason for their extended stay remains unclear, but they are assumed to be employed by your company's direct competitor.
>Your squad is riding a helo in when it encounters some sort of electromagnetic interference, disrupting the helicopter's functions and sending it spiraling down to the icy surface. You and three other team members are the only survivors of the crash out of 13 squad members and the 2 pilots, being the highest ranking surviving member, you command the new fireteam.
Basically the gameplay would be tacticool gunporn that revolves around your fireteam clearing its way past the opposing mercs to make entry into the compound. You are in command of your fireteam, and whether they make it home or not is dependent on you. Your team's resources would be limited to what you brought in and what you can pick off the corpses of enemies or any supply stations that were a part of the base's facilities. A lot of the game's development would be spent on high-quality detailing and animations as well as developing a high quality AI that would challenge even the best FPS players without being outright bullshit. From there you'd work your way down with any surviving team members encountering fewer living humans and progressively spookier shit that had been the result of the lab's latest experiments.

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Literally just take control away from the player. Make it so that they lack agency in knowing what to expect next.
This can go be as simple as not knowing what to expect in the next fixed camera angle in a Resident Evil game, to the meme shit from Eternal Darkness where your TV fucks up.
I think the next wave of horror kino in vidya will rely on the whole glitchy-creepypasta angle, but turn it up to 11 and play everything completely straight. Sorta like Hypnospace Outlaw with all the irony sucked away

It is. It's actually still being worked on, and the guy behind most of the new additions to it (the reason it's taking so long) has insane dedication.