I intend to create an academic report based on the research that will be used for my studio work; horror. I have a working title and subject to change; how is horror designed into videos? This will help me to start researching into the different methods used in video games, whether it be psychological, symbolism, fear or phobias. I’ll be looking at a definition of horror and then writing one in my own words. Through doing this it will help me to engage in what horror really is. I am going to do this report by splitting the research up into a few different categories; technical, visual and mechanics. For other research I’ll be looking at how psychologically horror can affects us within horror video games or of the like. I’ll be looking at symbolism and how this is presented within different media. Another area which I find of interest is phobias and how these can play a part in horror, especially within video games such as Alien. For some of chapters I plan on analysing two games; one that is an obvious horror game such as Dead Space 2 and then a more subtle game.
Through analysing these games I will get a better
insight as to what makes them a horror genre game. Throughout the report I will
be looking closely at the mechanics, interactivity and visual designs.
Research will be a combination of reading books found at
different resources and also online where there are articles and blogs. Some of
the books that I have already been looking at are; The Wow Climax by Henry
Jenkins. Although about 80% of the book doesn’t relate directly to my field of
research there is one chapter which does. Other books such ‘A History of
horror’ by Wheeler Winston Dixon has a chapter dedicated to the Origins of
horror. A book by Manuel Aguirre called ‘The closed space, Horror literature
and western symbolism’ can provide valuable research and information to me. I
also have various other books by authors such as Stephen King, Tim Weinberg and
other books that look at horror such as one called ‘Horror and fantasy’. All
these books will provide me some way or another with research and information
that will help to write this research report. The research report will
compliment studio work and help to really get a better grasp on the design used
for my scene.
So far I have a list of the resources that I am going to be
using for the essay:
Books
Aguirre, M (1990) The closed space: Horror literature and
Western Symbolism. Manchester University Press
Barron, N (1999) Fantasy and horror: a critical and
historical guide to literature, illustration, film, TV, radio and the internet.
Scarecrow P
Dixon, W.W (2010) A history of horror. Rutgers University
Press
Jenkins, J (2006) Tracing the emotional impact of popular
culture. NYU Press
Jones, Stevens E (2008) The meaning of video games: gaming
and textual studies. Routledge
King, S (2012) Danse Macabre. New York: Hodder
Perron, B (2009) Horror Video Games: Essays on the Fusion of
Fear and Play. McFarland
Robinson, M (2013) The art of Dead Space. Titan
Weinberg, T (2009) Phobias: the way of the worrier. Marshall
Cavendish
Internet
A history of horror games
http://www.examiner.com/article/a-history-of-horror-games-part-one
http://www.examiner.com/article/a-history-of-horror-games-part-one
A history of horror
http://www.tabula-rasa.info/DarkAges/
http://www.tabula-rasa.info/DarkAges/
Agency mechanics: gameplay designs in survival horror video
games
http://www.tandfonline.com/doi/abs/10.1080/14626268.2013.776971#preview
http://www.tandfonline.com/doi/abs/10.1080/14626268.2013.776971#preview
Amnesia: A Machine For Pigs
http://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs
http://en.wikipedia.org/wiki/Amnesia:_A_Machine_for_Pigs
Are haunted houses the original horror videogames?
http://killscreendaily.com/articles/articles/are-haunted-houses-original-horror-videogames/
(Accessed 17/11/2013)
http://killscreendaily.com/articles/articles/are-haunted-houses-original-horror-videogames/
(Accessed 17/11/2013)
Arkham Horror
http://en.wikipedia.org/wiki/Arkham_Horror
http://en.wikipedia.org/wiki/Arkham_Horror
Butchering Pathologic – Part 1: The Body
http://www.rockpapershotgun.com/2008/04/10/butchering-pathologic-part-1-the-body/#more-1517
http://www.rockpapershotgun.com/2008/04/10/butchering-pathologic-part-1-the-body/#more-1517
Case study 3: the horror genre
http://cw.routledge.com/textbooks/9780415448239/downloads/horror.pdf
http://cw.routledge.com/textbooks/9780415448239/downloads/horror.pdf
Dead Space 3 (Russian language)
http://gamingda.wordpress.com/2013/02/11/dead-space-3/
(Accessed 17/11/2013)
http://gamingda.wordpress.com/2013/02/11/dead-space-3/
(Accessed 17/11/2013)
Definition of Horror
http://www.oxforddictionaries.com/definition/english/horror
(Accessed 17/11/2013)
Defining the horror genre
http://theblackboard.blcklst.com/forums/topic/defining-the-horror-genre/
(Accessed 17/11/2013)
Defining games mechanics
http://gamestudies.org/0802/articles/sicart
http://gamestudies.org/0802/articles/sicart
Dynamic Lighting for Tension in Games
http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko
http://gamestudies.org/0701/articles/elnasr_niedenthal_knez_almeida_zupko
Evoking emotions and achieving success by breaking all the
rules (video)
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
F.E.A.R: Project Origin review
http://www.machinered.com/2013/02/f-e-a-r-2-project-origin-review/
(Accessed 17/11/2013)
http://www.machinered.com/2013/02/f-e-a-r-2-project-origin-review/
(Accessed 17/11/2013)
Frictional games
blog:
10 ways to evolve horror games
http://frictionalgames.blogspot.co.uk/2012/04/10-ways-to-evolve-horror-games.html
10 ways to evolve horror games
http://frictionalgames.blogspot.co.uk/2012/04/10-ways-to-evolve-horror-games.html
(Thomas, Frictional Games, 2012)
Narrative not a game mechanic?
http://frictionalgames.blogspot.co.uk/2012/01/narrative-not-game-mechnaic.html
http://frictionalgames.blogspot.co.uk/2012/01/narrative-not-game-mechnaic.html
Useful tips for horror game designers
http://frictionalgames.blogspot.co.uk/2013/10/useful-tips-for-horror-game-designers.html
http://frictionalgames.blogspot.co.uk/2013/10/useful-tips-for-horror-game-designers.html
5 core elements of interactive storytelling
http://frictionalgames.blogspot.co.uk/2013/08/5-core-elements-of-interactive.html
http://frictionalgames.blogspot.co.uk/2013/08/5-core-elements-of-interactive.html
Games are the ideal place for telling great stories
http://www.rockpapershotgun.com/2013/06/12/games-are-the-ideal-place-for-telling-great-stories/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29
(Accessed 17/11/2013)
http://www.rockpapershotgun.com/2013/06/12/games-are-the-ideal-place-for-telling-great-stories/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29
(Accessed 17/11/2013)
Google scholar – various articles and PDF’s on psychology,
sound and emotions
http://scholar.google.co.uk/citations?user=X24TJzQAAAAJ&hl=en
http://scholar.google.co.uk/citations?user=X24TJzQAAAAJ&hl=en
Horror Games in Eastern and Western Cultures (university
presentation)
http://prezi.com/kigey0ag0awa/horror-games-in-eastern-and-western-cultures/
http://prezi.com/kigey0ag0awa/horror-games-in-eastern-and-western-cultures/
Jess Smith Blog
http://jessgamergirl.blogspot.co.uk/search?updated-max=2013-11-12T14:42:00-08:00&max-results=4
(Accessed 17/11/2013)
http://jessgamergirl.blogspot.co.uk/search?updated-max=2013-11-12T14:42:00-08:00&max-results=4
(Accessed 17/11/2013)
NUA library research online
Original game mechanics for horror games (or just games…)
http://steamcommunity.com/app/238320/discussions/0/846963711021503301/
http://steamcommunity.com/app/238320/discussions/0/846963711021503301/
Survival horror, then and now
http://www.dreamdawn.com/sh/key_view.php?key=Game%20Design
http://www.dreamdawn.com/sh/key_view.php?key=Game%20Design
The horror genre an overview
http://www.slideshare.net/jontowlson/the-horror-genre-an-overview
http://www.slideshare.net/jontowlson/the-horror-genre-an-overview
The Garden of Earthly Delights
http://www.computus.org/journal/?p=1178
http://www.computus.org/journal/?p=1178
The psychology of Horror in video games and movies
http://games.slashdot.org/story/11/02/23/0459247/the-psychology-of-horror-in-video-games-and-movies
(Accessed 17/11/2013)
Understanding horror in gaming, why Slender: The Arrival
does it right
http://egamer.co.za/2013/03/understanding-horror-in-gaming-why-slender-the-arrival-does-it-right/
http://egamer.co.za/2013/03/understanding-horror-in-gaming-why-slender-the-arrival-does-it-right/
Using frustration in the design of adaptive videogames
http://comp.eprints.lancs.ac.uk/921/1/p228-gilleade.pdf
http://comp.eprints.lancs.ac.uk/921/1/p228-gilleade.pdf
Ways horror games use psychology to scare the crap out of us
http://www.gamesradar.com/ways-horror-games-use-psychology-scare-crap-out-us/
http://www.gamesradar.com/ways-horror-games-use-psychology-scare-crap-out-us/
What makes a video game scary
http://kotaku.com/5379285/what-makes-a-video-game-scary
(Accessed 17/11/2013)
http://kotaku.com/5379285/what-makes-a-video-game-scary
(Accessed 17/11/2013)
Why do people watch scary movies, stay in Ice hotels or eat
bacon-flavoured ice-cream?
http://www.spring.org.uk/2009/04/why-do-people-watch-scary-movies-stay-in-ice-hotels-or-eat-bacon-flavoured-ice-cream.php
http://www.spring.org.uk/2009/04/why-do-people-watch-scary-movies-stay-in-ice-hotels-or-eat-bacon-flavoured-ice-cream.php
Where the scary things are: whatever happened to real horror
video games?
http://uk.ign.com/articles/2013/10/30/where-the-scary-things-are-whatever-happened-to-real-horror-video-games?%3A+ign%2Fall+(IGN+All)
http://uk.ign.com/articles/2013/10/30/where-the-scary-things-are-whatever-happened-to-real-horror-video-games?%3A+ign%2Fall+(IGN+All)
Ludography
Blue Isle Studios (2013) Slender: The Arrival. PC. Blue Isle
Studios
Capcom (1996) Resident Evil. Playstation. Capcom
EA Redwood Shores (2008) Dead Space. PC, PS3, Xbox 360.
Electronic Arts
Eetu Rosenqvist (2012) SCP Containment Breach. PC. Eetu
Rosenqvist
Frictional Games (2011) Amnesia: The Dark Descent. PC.
Frictional Games
Konami Computer Entertainment Tokyo (1999) Silent Hill. PS,
PS2, PSP, PSV, Xbox, Xbox 360, Wii, PC. Konami, Konami Digital Entertainment
Playdead (2010) Limbo. PC, Xbox 360, PS3, PS Vita, OS X,
Linux, OnLive, iOS. Microsoft Game Studios
The Chinese Room (2012) Dear Esther. PC. Steam
Red Barrels (2013) Outlast. PC. Red Barrels
Visceral Games (2011) Dead Space 2. PC, PS3, Xbox 360.
Electronic Arts
Some of the most interesting research I have found comes
from Frictional Games blog posts in which Thomas KL talks about 10 ways to
evolve horror games, now this is coming from a company that has made Amnesia.
Amnesia is a very successful horror game in which defies normal rules in which
a horror game is designed upon. The first ‘way’ is:
(I have broken the points down)
Normality;
a place in which is real to use, normal and not out of the ordinary.
a place in which is real to use, normal and not out of the ordinary.
Long Build-up;
rather than jumping into introducing elements of horror quickly you build them up slowly, increasing the fear level.
rather than jumping into introducing elements of horror quickly you build them up slowly, increasing the fear level.
Doubt;
doubting whether you or the protagonist is believing/hear or seeing things within the game.
doubting whether you or the protagonist is believing/hear or seeing things within the game.
Minimal Combat;
less combat = less guns = less ammo. The less combat the more you can evoke fear and panic into the player
less combat = less guns = less ammo. The less combat the more you can evoke fear and panic into the player
No Enemies;
not necessarily no threats but more a case of not adding in physical conflict.
not necessarily no threats but more a case of not adding in physical conflict.
Open World;
giving the player more freedom and not so much of a linear path.
giving the player more freedom and not so much of a linear path.
Agency;
making sure the player feels as if they are there when the horror takes place, immersing them within the game.
making sure the player feels as if they are there when the horror takes place, immersing them within the game.
Reflection;
getting the player to reflect upon themselves
getting the player to reflect upon themselves
Implications;
associating something in the game to real life and the being scared or fearing that object.
associating something in the game to real life and the being scared or fearing that object.
Human Interaction;
bringing human drama into the games actions.
bringing human drama into the games actions.
The full versions of these 10 points can be at Frictional
Games blog:
http://frictionalgames.blogspot.co.uk/2012/04/10-ways-to-evolve-horror-games.html
http://frictionalgames.blogspot.co.uk/2012/04/10-ways-to-evolve-horror-games.html
Although they don’t point to what’s necessarily used always
in games now it gives me a good insight into what is needed and quite frankly
what is seen within the game Amnesia.
On the same subject of Amnesia and Frictional Games, I found
a brilliant and informative video from GDC in which Thomas Grip, a key person
at Frictional Games talks about ‘Evoking Emotions and Achieving Success by
Breaking All the Rules’.
Video can be found here:
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success
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