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The "Creepy Factor", giving the game a scary feel...

by BrokeAss Games · 03/15/2009 (5:27 pm) · 21 comments

Ok, this was originally a series of long rant posts here that triggered something that has been bothering me for a long time.
The "Creepy Factor".
The things that make games scary, it's been covered before here on GG, but it's becoming a serious factor for me.
Lately the AAA titles I have been playing have a serious "feel", it just goes to show what a proper art team, story boarding and a big budget can do.
Much like a movie.
I think in order to create a GREAT title, this is a requirement.
The project I'm working on Ruin Online was always supposed to have that scary feel but we have just been touching on it.
First thing that comes to mind is "Grunge/Horror" art, this is what you see in a lot of movies these days.
The principle is simple.
Take something very innocent (say a tri-cycle) and make it old/dirty/grungy (some rust and flaking paint) and then add a touch of horror (blood) and bingo!
If you needed to go extreme you could always set up a Vlad the Impaler scene in a playground.
Also for an added taste treat, I recommend mixing things that just shouldn't be used together to create awkwardness, like a fat man in a bikini or little girls in Sunday dresses wearing gas masks and wielding meat cleavers.
Sort of like replacing the peanut butter in a Reeses' Pieces with pork.
The horror movies that scare me are the things people [can] do.
Mass disease, traps, kidnapping, torture, cannibalism, devices of execution and other (unfortunate) real-life occurrences.
Sort of like Leather Face on a feeding frenzy in a Hot Topic store. ;)
Also, maybe look up a list of phobias here.
Things like clowns, closed places, bugs, hospitals, dentists, etc.
These are real things that people have real problems with.
No reason you shouldn't exploit that. ;)

It seems that I almost forgot some other very creepy/scary things.
Desecration, sorrow, mourning, regret, anger and others.
I imagine turning some of these things on and off and quickly changing to other emotions can trigger some serious feels.
For instance having "I'll always miss you Mom." scrawled on a wall and then under it is painted "I'm glad she died, she tasted good with BBQ sauce!".
The first will make a girl in a movie theater all weepy eyed and the second will really give that "creep out" effect and maybe a touch of anger.
Part of game design is affecting the players emotions/feelings, bright screen flickers to force eye blinking which creates dopamine, loud sounds and short timers to create adrenaline, random numbers and points to add addiction, etc.

On a technical/game-play note:
Dark lighting is good, but does not always do a scene justice.
Sometimes it's best to "do it with the lights on" to get the full effect.
Or drastic change from dark to bright to create shock, like hot and cold.
Sharp corners are good for surprise.
Long hallways are good for claustrophobia and gives a trapped feeling.

I hope this recipe is tasty like mom's fresh baked pie with a finger hanging out the side!
OK, off to have lunch with Baba Yaga, she's serving poser emo pie...
www.brokeassgames.com/images/chewkidgrindavayc2.jpg

Poser Emo Pie, courtesy Baba Yaga.
www.brokeassgames.com/images/bread1.jpg
Note: The references to Baba Yaga are from an old Russian tale which is where the story of Hansel and Gretel originated.

Edit: I'll be editing the hell out of this trying to get a real recipe I can use (maybe a checklist) that will give that "Creepy Factor" to cross reference the truckloads of art against.

A few games that use these techniques are:
Fallout 3
The House
Resident Evil (all of em?)
Fear 1 & 2
Doom 1, 2 & 3
Left for Dead
Redneck Rampage (? ok, ok, but it was funny as hell)
Stalker: Shadow of Chernobyl

This is still very rough but please give me feedback so I can try and get this technique right.
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#21
04/07/2011 (8:11 am)
Blog resurrection is kinda creepy....

Actually, one of the best creep moments for me was in Ultima 7 Part 2: Serpent Isle (nice long title...) about half-way through. This is a spoiler, so if you intend to play this game and haven't - you're about 15 years behind the times. The ruler of Fawn is supposed to be the most beautiful "thing" in the City of Beauty, Fawn. She is drawn in her portrait as a pretty blond girl and you interact with her through a trial and a few other minor plot points, becoming familiar with her. Later, you unleash the Banes - anti-virtues that run amok and do some mean things - through a series of events that "unlocks" the path through the Swamp of Sleepiness (can't remember the name). I remember seeing this swampy terrain and this odd pink/white character walking toward me. I was going to fight it but it started a conversation - it was the ruler of Fawn, sans skin! I didn't jump - I shuddered. It just really hit that creep button for me.

Thief: the Dark Project creeped me out in the Bonehoard, but the mission to break into the church was where it really got me. I tried to sap one of the ghosts before I realized they were ghosts - the lighting from certain angles makes them look pretty opaque. I waited, it passed and I thumped it on the head - it turned around and attacked me as I realized I could see through it. The hair stood on the back of my neck - and that wasn't even something that they tried to scare me with....
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