SO WHAT ABOUT HORROR/SCARY GAMES?

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Personally, the tactics I used in One Night involved me constantly putting the player on edge. Dark, lonely and ruinous graphics, less than ample lighting, slow atmospheric music and unknown ambient sounds off in the distance...

These make the player begin to feel uncertain. He/she cannot see what is coming, but it constantly convinced by what they percieve that something is waiting for them, and will appear at the worst possible moment.

Then, I make it so that player gets to that point, and nothing happens. They immediately feel calmer as their apparent fear was for nothing.

But then something does happen, scaring them when they least expect it and the fear returns, as the player now knows that even what they percieve cannot tell them what is to come.


You don't need fancy 3D graphics to do that.
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