I have been having issues finding people who would be willing to do an interview with me on the subject of horror video games. Most major players are extremely busy with new projects to discuss the subject. However, I was able to have email correspondence with someone going into the field and working on a horror game project, David Budd. The game is a survival-horror mod using Amnesia: The Dark Decent as a base. David discusses some very interesting topics, such as the importance of narrative and how players prepare to play horror.
Dan: What is your role on the team?
David Budd: Project Manager, Environment Artist
What is the project called?
Depth
What is the project about?
It is a first person survival horror
game.
"A newly orphaned boy wanders
the city streets alone trying to survive in a world that has turned its back on
him. As night approaches he begins to witness more and more horrifying murders
caused by strange creatures whom he can’t seem to identify. The darkness
surrounds him and he must use his skills and resources to survive the night to
escape the creatures that hunt him."
Is the project a full game or a
modification?
It is a modification using Amnesia:
The Dark Decent as the core platform. We are creating a "custom
story" using the game development tools released by the original
developers.
What is it like working with a team
to create a horror video game?
Good, you get lost in your own ideas
and its refreshing to discuss game dynamics and get feedback as to what might
be collectively agreed upon as scary.
Is horror more difficult a genre to
work with than action?
Yes, you have to justify every
action that you decide to implement. When developing gameplay, you assume that
certain things will be conveyed and it isn't until you see people test your
game that everything blows up in your face and you find that what you were
going for was completely off target. Instead of having an objective based
gameplay, horror games work more like a narrative and you need to guide the
player through the story. We have to figure out a way to share the desired
emotion with the player, and not have it simply "get to the end and
complete the game." I think horror games should be played for the
experience and entertainment value. You get anxiety, fear, adrenaline, all in a
controlled environment where there isn't actual real world danger. That thrill
is addicting.
What constraints, if any, are
present when working with horror?
Finding a balance between story
development and horror elements. At what point will the player lose interest
because not enough action was happening? If too much is happening, will the
player even know what is going on? It is hard to have both without making
things seem predictable or repetitive.
What is a unique aspect of the
horror genre that sets it apart from others?
I think an important element to the
genre is... the weight players place on being engulfed into the story and
atmosphere. It is hard to think of any other game genre where people wait until
ideal real life settings are met before playing. Dark outside, night time,
lights are off, headphones on, volume is up, playing alone, chat programs
closed, etc. The player sets the mood of their own environment to help
experience the mood of the game's environment. People play horror games to
experience those controlled emotions I mentioned previously. They want to be
afraid, they want to experience that adrenaline rush when they come in contact
with an enemy. It is important to recognize this, because even though the
horror genre market isn't as large as action or adventure games, a good horror
game can get a lot of attention and be just as successful.
Are there any mechanics or elements
that are easier to accomplish when working with horror?
I would say overall it is
pretty challenging to develop a horror game, every genre has aspects that are
hard to implement. You can get away with more blocked paths though than what
would normally be accepted in a game of a different genre. Locked doors, caved
in halls, broken bridges and stuff. Destruction is generally expected and adds
to the atmosphere.
How does one go about creating a
project that is meant to frighten an audience?
Define what type of fear you want
the audience to experience. Talk with people about what they find scary in the
real world. Don't focus on things, but rather situations. Try and find the
story that leads up to their fearful moments and see if you can understand the
trigger points that made the situation scary. You'll learn a lot more about
your audience that way. Then find a way to recreate the trigger points in your
game.
Any advice for someone wanting to do a
project like this?
Story is the most important thing in
a horror game. If the player can't become emotionally invested into the story,
they won't enjoy the game for its intended purpose.
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