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 No.43007>>43659 [Watch Thread][Show All Posts]

Hey /x/, I want to make a 2D videogame with a horror/supernatural theme but I don't have any good ideas for the story/gameplay. Help?

 No.43012>>43013

Have the game based off somewhere in real life, first of all. Preferably not where you live, but somewhere small. Have the character(s) go around investigating books and stuff like that. Start it slow, and build up to something greater. For example, begin by explaining that young women are going missing. Have newspapers seem like they're hiding something, driving the player to investigate other information outlets, eventually fighting against the "greater good"


 No.43013>>43015 >>43032

>>43012

Oh, so there'd be some kind of cult that kidnaps girls in order to sacrifice them to an evil entity? And the mayor and police are part of the conspiracy? Sounds pretty boring, to be honest. Reminds me of something from Buffy the Vampire Slayer…


 No.43015>>43019 >>43032

>>43013

What if the police are in on the scheme only? The mayor knows, but is unable to do anything because it would create a panic and ultimately get himself killed, so he has to enlist help secretly.

Money/bitcoin could get transfered to the player's account "anonymously" with vague messages as tips or thank yous.


 No.43017>>43019

File (hide): 38562c6a36f7222⋯.gif (4 MB, 480x270, 16:9, NOPE!.gif) (h) (u)

Something like ‘Noct’ could be the way to go, only, of course, no multiplayer -- top-down nightvision mode, as if viewed from a drone, with intense run and gun gameplay. No more need for a story than the original ‘DOOM’, just say it is a top secret gov’ment task force combatting eldritch threats such as ghouls, ghasts, nightgaunts, Deep Ones/Deep One hybrids, Shoggoths, Mi-Gos, &c, and you are good to go.

https://www.noctgame.com/

https://web.archive.org/web/20151030024719/https://www.theverge.com/2015/10/29/9636096/noct-horror-game-nine-inch-nails

http://web.archive.org/web/20170610163949/https://detectiveplunkett.kinja.com/indie-delve-an-interview-with-the-lead-developer-of-no-1633635775

Use darkness and nightvision to help hide graphical shortcomings. Retro VHS look & quality (3:4 format?) would make it even more unique and eerie -- looking at some eldritch horror from beyond the stars in VHS quality nightvision due to complete pitch blackness should be pretty spoopy. VHS tearing & static when you pause the game would be a nice addition to the look as well – fully embracing the aesthetic instead of just using it as a crutch to hide possible graphical limitations most indie games have to deal with.


 No.43019>>43032

>>43015

That might be an improvement, but it's the basic plot that doesn't seem very appealing to me. It's more like a crime story with a little bit of paranormal thrown in, than the sort of game /x/ might like. Just my opinion anyway.

>>43017

Thanks for the suggestions. Mindless fun is probably the way to go.


 No.43032>>43033 >>43035

File (hide): aaf239799b319a8⋯.jpg (579.59 KB, 1569x2256, 523:752, scratches0306_pcbox.jpg) (h) (u)

>>43013

>>43015

Reminds me of a line from HPL’s ‘Out of the Aeons’ (which he ghost-wrote for Hazel Heald): “There are things about the world and universe which it is better for the majority not to know.”

If the gov’ment knew, they would likely keep it under wraps and have dedicated taskforces to deal with /x/ stuff.

>>43019

There was a recent horror thread over at /v/, where some anon said this: Horror in games works better if it has the implication of horror, or letting your imagination fill in the gaps. Shit like scratches, spooky shit in non horror games and those that imply a haunting or horrific shit going down that you dont experience first hand

>>>/v/15655213

If you want to go for real horror, the implication or threat of horror might be the most effective.

There are a lot of interesting takes on horror games in the /v/ threads, so be sure to check them out.

A while back I came up with an idea for a horror game that was played entirely on a faux desktop, similar to Windows 93 (http://www.windows93.net/). You would have this fake desktop as you setting, log into your email, browse the web, &c., and the entire story would be told thru emails, messageboard posts, audio & video files, &c. -- fake news articles, Wikipedia articles, &c. to give it the allusion of reality. Then, as time progresses and you discover more and more of the truth, things start to get eerie; newsarticles and links now lead to 404 or something new, and there is no trace of the original content – maybe even just a few lines or words changed…

You could either hack into a top secret database and find out that there is a massive conspiracy/cover-up going on -- the gov’ment knows, fights back and tries to shield the truth from the general public,

Or, you could stumble upon some hacker group devoted to exposing the truth on the dark web, and find out that way.

Imagine the game ‘Digital: A Love Story’, but with a horror twist.

Something like this would take a lot of planning and writing, but you would be free from the limitations of indie graphics. Maybe a RPG dialogue tree for conversations, where you can choose a response in the game?

Or 2D point & click, like ‘Scratches’? Beautifully made hand-drawn backgrounds and an immersive score/soundscape (https://www.invidio.us/watch?v=JpXgIMOO-_I) might be all you need to nail the atmosphere.


 No.43033>>43038

>>43032

So, I either butchered that link, or you can’t link to an archived thread. In any case, here is the second most recent Horror Thread from /v/: https://web.archive.org/web/20181120110332/https://8ch.net/v/res/15620490.html


 No.43035>>43058

>>43032

>Reminds me of a line from HPL’s ‘Out of the Aeons’ (which he ghost-wrote for Hazel Heald): “There are things about the world and universe which it is better for the majority not to know.”

I think he said it better in 'Call of Cthulhu'…

The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age.

By the way, do you think it's possible to make a game that faithfully captures the creepy atmosphere and cosmic horror of Lovecraft's stories?

>If you want to go for real horror, the implication or threat of horror might be the most effective.

As the great chess master Aron Nimzowitsch said, 'the threat is always stronger than the execution.'

I'm gonna go eat something and then read that /v/ thread, thanks.


 No.43038

>>43033

There were some interesting posts in that thread.


 No.43058>>43124

Invidious embed. Click thumbnail to play.

>>43035

>By the way, do you think it's possible to make a game that faithfully captures the creepy atmosphere and cosmic horror of Lovecraft's stories?

I think so, but it would probably not be a big hit. I think only a smaller, indie developer would have the balls to do it; a bigger studio game would be too focused on making a profit.

An audience vaguely familiar with HPL’s works/cosmic horror might expect tentacled eldritch horrors. I think it would be best to steer completely free from showing any monstrosity directly -- instead it is (strongly) alluded to, & we see the real life consequences of their existence, or at least the effects of others belief in them.

I think the biggest flaw in the story ‘The Call of Cthulhu’ was to have Cthulhu wake up, only to immediately be forced to return to his slumber in R’lyeh when it sinks again. As your quote points out, the threat Cthulhu represents should be enough. Those who follow him represent a great enough threat -- they are everywhere and will kill to protect their secret. The narrator’s realisation that the stars are almost right again should be a cliffhanger ending, similar to ‘Dagon’, where the narrator is losing his mind, terrified of what he has seen, and even committing suicide when he suspects something is coming for him.


 No.43124>>43131

>>43058

I know what you mean, but wouldn't that get old after a while though, if the creatures were never shown? Even Lovecraft himself didn't take it that far (which may or may not have been a mistake, but that's not for me to say). I think there's definitely a kind of pleasure in getting teased with the threat of a fate too horrible to describe, but like you said, it's not for everyone, and it might be difficult to translate it into a gaming experience.

The writing would have to be top-notch since it would have to carry the story almost single-handedly. It would require careful planning on the writer's part and I suppose at least some experience with writing horror stories. Another challenge would be - let's say the game doesn't focus much on action/combat, if at all, but more on exploration and investigation - okay, so we're trying to appeal to the true Lovecraft fans by not making Cthulhu a final boss that you defeat by pressing the correct combination of keys, instead the game is more lore-oriented.

My question is: wouldn't that end up disappointing both the Lovecraft fans and the casual gamers? The former might not be able to fully enjoy a story that they already know by heart, while the latter would feel cheated if they couldn't use a well-timed grenade to kill a Great Old One.


 No.43131>>43134

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File (hide): d45c9491d4ada38⋯.jpg (233.92 KB, 749x1048, 749:1048, The Great Beast 2.jpg) (h) (u)

>>43124

The difficulty is that a game has to last several hours, and you need several enemies for the player to overcome. Recycling enemies seem like something that will slowly break immersion; if you have made a truly unique and scary enemy design, it’d be better to make its one appearance horrifying and memorable, rather than dilute it by having several identical monsters throughout the game.

One thing I hate is when monsters patrol an area looking for you. That really takes me out of a game, since you can get a good glimpse at them, learn how they move and behave, and be so unlucky that you run right into it, which would kill immersion for sure, since they would attack or kill you, and you restart the game and try again. The chase scenes in ‘Amnesia: The Dark Descent’ were really intense, and that should be the right place to put a monster; a pitch black labyrinthine network of tunnels or corridors, and you see something truly terrifying, and your only option is to flee. Human antagonists could patrol areas, similar to ‘The Call of Cthulhu: Dark Corners of the Earth’, but not monsters, IMHO.

Have brief encounters with monsters, and have several monsters that all behave differently: this makes the player unsure how to proceed. They have encountered one monster earlier, but this new one acts completely different and is unpredictable, and that makes the encounter feel fresh. Also, utilising something like the VHS aesthetic, and, perhaps most importantly, darkness to obscure it enough to make the audience unsure just what they are up against, and as Lovecraft put it, “The oldest and strongest emotion of emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.”

Having the focus be on exploration and puzzle solving seems like the best idea. Like in M. R. James’ ghost-stories, Lovecraft’s protagonists get into trouble because of their curiosity, and they are mostly academics or scholars, with an interest in mysteries.

The guys over at Frictional Games have a lot of interesting takes on game mechanics and monster design over at their blog, which could be helpful: https://frictionalgames.blogspot.com/

>My question is: wouldn't that end up disappointing both the Lovecraft fans and the casual gamers?

‘Amnesia: The Dark Descent’ & ‘Outlast’ force the player to run and hide rather than fight back -- having the player be weaponless worked great in ‘The Call of Cthulhu: Dark Corners of the Earth’, and the first part when you go around Innsmouth doing detective work, solving puzzles, talking to people, and when the Order of Dagon sees you as a threat, and you have to hide and sneak past humans looking for you, were undoubtedly the best parts of the game. Hand to hand combat would probably never work – it feels clunky, and you just have to mash a button to defeat an enemy or break free. Weapons work better and won’t break immersion as easily.

A compromise, where you can shoot/kill human enemies, and wound monsters? Maybe a well-timed grenade would cause a cave in which cuts the monster off from you instead of killing it?


 No.43134>>43146

>>43131

Basically, you're saying - correct me if I'm wrong - keep the player constantly guessing, not knowing where his death will come from or exactly how to prevent it. Make him feel vulnerable. Avoid overexposing monsters and make them as mysterious and unique as possible. That seems like great advice to me, thanks. I'm going to read that blog by Frictional Games, but so far all I've learned is that college is a scam (which I already knew).


 No.43146>>43154

>>43134

lel

You managed to condence what I was trying to convey in a wall of text in a single paragraph!

Something that could contribute making the player feel on edge, or even scare them, could be enemies that behave in ways they don’t expect them to. A blind enemy that has to feel its way in the darkness, looking for the enemy, or uses echolocation to navigate in the dark, instead of just running towards the player. Or mentally unstable NPCs/enemies, lobotomised or insane characters, who won’t attack unless provoked/attacked, but could follow the player, creeping on them, possibly drawing attention to the player and alerting more dangerous and hostile enemies.

Keeping the player constantly feel on edge and unsure is probalby the key here; never let them feel safe unless intended. If they learn how the enemy is programmed to behave, they will relax, and the enemy will lose a part of what makes it scary. If the player picks up a new item or completes a goal they are likely to expect an enemy to show up, so for once subverting expectations is not a bad idea.

Around the time around the release of ‘Amnesia: The Dark Descent’ they wrote a lot of really interesting entries that could be useful: https://frictionalgames.blogspot.com/2010/

And here is a more recent entry, talking about the importance of player’s being able to plan ahead in games: https://frictionalgames.blogspot.com/2017/05/planning-core-reason-why-gameplay-feels.html


 No.43154>>43163

>>43146

Wow, those guys have put a lot of thought into the psychology of player-game interactions. Yesterday I was toying with a simple idea - since this would be my first attempt at making a game, it's best to keep it simple - that could incorporate some of the mechanics we're discussing: the player starts at the center of a maze and has to find his way out, escaping from monsters and solving various kinds of puzzles in the process. It could even be a multi-level maze with more than one floor, and each floor would present new challenges and threats.

The environment itself would be an enemy, with some areas being so dark that the player can only see what's right in front of his nose. Not all NPCs would be monsters, some would be other humans that are also trying to escape, and each one of them would behave differently, have its own skills/knowledge, and be helpful, neutral or hostile depending on the situation. The player would have to wonder how much can he really trust the people he encounters.

Similarly, there'd be a huge variety in how the monsters behave, in terms of aggressiveness and intelligence. Some would mind their own business and not attack unless provoked, while others would be vicious predators. As for the plot, it could be a 'The Cabin in the Woods' or 'Jurassic Park' type of setting: big facility where the government/secret organisation/corporation is storing the monsters for some reason or another, and a technical malfunction forces the workers/visitors to escape. I've always been a fan of stories like that, but maybe it's a bit overdone at this point.

What do you think? Does this sound like it has potential to be fun?


 No.43155>>43157

make a game about a guy that gets lost in the Yosemite national park and end the game as him becoming a missing411 case.


 No.43157

>>43155

You mean he gets stalked by Bigfoot while exploring the woods and then once he gets caught the game is immediately over, and there's a scene in the end credits with the newspapers talking about the latest mysterious disappearance in a national park?


 No.43163>>43169 >>43171 >>43172 >>43174

Invidious embed. Click thumbnail to play.

>>43154

Your idea reminds me of two films in particular, ‘Cube’ & ‘Dark City’.

The majority of ‘Dark City’ is surprisingly heavy on cosmic horror, but towards the end it loses its Lovecraftian touch. Still, both are terrific films and I highly recommend seeing them. There is also the more subtle scenes in ‘Jacob’s Ladder’, which are way more disturbing and unsettling than what most any modern horror film can come up with.

MAJOR SPOILERS FOR BOTH FILMS BELOW

In ‘Cube’, none of the people who have worked on the mazelike cube know why, or who, if anyone, is coordinating it all -- that idea is very interesting IMHO, making it a mystery instead of just saying it was aliens/eldritch horrors from beyond our universe.

The setting and aesthetic of ‘Dark City’ is very appealing; a massive chaotic city under a neverending night-sky -- impossible to navigate since it is constantly changing and leading to dead ends and new places. The motivation and the look of the ‘Strangers’ should not be the same; talking about the soul and having humans be anything special in the grand scheme of things in an anathema to cosmic horror IMHO.

The idea that we are in a simulated reality is one that could also be used -- see the interview where Elon Musk talks about the subject: he seems certain that if we are currently in a simulated reality, we will be at some point in the future, saying it is inevitable because of technological progress:

Joe Rogan & Elon Musk - Are We in a Simulated Reality?: https://www.invidio.us/watch?v=0cM690CKArQ

Elon Musk: “I think most likely … there are many, many simulations. These simulations are, you might as well call them reality, or you can call them multiverse.”

Joe Rogan: “These simulations, you believe are created? Like someone has manufactured them?”

Elon Musk: “They’re running on a substrait. That substrait is probably boring.”

Joe Rogan: “Boring? How so?”

Elon Musk: “Well, when we create a simulation, like a game or a movie, it’s the distillation of what’s interesting about life. It can take a year to shoot an action movie. And then that’s all distilled down to two our three hours. So, let me tell you, if you’ve seen an action movie being filmed … it looks boring. Super boring. … there’s lots of takes, everything is on an greenscreeen -- looks pretty goofy. … But when you add the CGI and have great editing, it’s amazing. So, I think, most likely, if we’re in a simulation, it’s really boring outside the simulation. ‘cause why would you make a simulation that’s boring? You’d make the simulation way more interesting than the reality.”

But, what if the substrait -- the actual base reality – is so miserable, horrible and/or unbearable that anything would be better than it, and that is why we are here? That for some reason we have sought refuge in this simulation from a reality we want to escape, or a prison? Could this reality be the ‘peace and safety of a new dark age’ we have sought refuge in after having pieced together too much of the truth?


 No.43169>>43175

>>43163

To preface this, I rarely comment.

I've lurked fullchan since hotwheels, and halfchan since moot.

In total, I've commented less than 10 times.

Your post - the reasoning at the end, absolutely frightening.

I love it.

Well done, anon, you've made /x worth while tonight.


 No.43171>>43175 >>43228

>>43163

But if that was the case, wouldn't we have made the simulation a happy place to live? Instead it's exactly the opposite: every major religion and philosophy has tried to provide a satisfactory answer for why so much suffering exists in the world. The basic assumption has always been that the material world is fundamentally imperfect and a flawed reflection of the higher reality. It's certainly not peaceful and safe, in fact it's exactly the opposite: a world where peace and safety are pretty much impossible or only temporary at best.


 No.43172

>>43163

Pretty dumb rationale at the end. If this is a simulated reality that is meant to cut out all the "boring" bits, then why is real life so mind numbingly boring so much of the time? In fact life is probably boring more often than it is interesting, and action movies aren't meant to have any boring parts at all if they can help it. And his "many, many simulations" idea is itself dumb, since no universe could logically contain enough computational power to faithfully simulate all the particles within itself even once.

Amazing what the stigmatization of religious faith can do, make genuinely intelligent people believe a ridiculous theory like this that is

1) Even less falsifiable than religion

2) Absurd on it's face (because in case you didn't know, computers can't generate consciousness)


 No.43174>>43175

>>43163

Off-topic: we should watch 'Dark City' and 'Jacob's Ladder' next time we do a streaming night.


 No.43175>>43180

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>>43171

There could be a few reasons/explanation to this. It may not be intentional; we could be so flawed being that we always end up fighting and causing havoc, and we could be on the brink of yet another situation where we learn too much and ‘open up such terrifying vistas of reality, and of our own frightful position therein’ that we could end up wishing to seek shelter in another layer of simulation.

This would almost make it seem like we are forever doomed to repeat these missteps when we reach a certain level of civilization and advanced technology.

It could also be some outside influences seeping into our simulation/reality from the substrait, or another level of simulation, affecting us like Cthulhu affects the dreams of some people; something is turning our reality/simulation into a chaotic nightmare. There is no real safety from whatever is on the substrait; it will always follow us, seeping into our reality and affecting us. It is just prolonging the inevitable.

Or a third possibility: someone else created this reality for us -- like a prison.

Lovecraft wrote down a similar idea in his Commonplace Book in 1934: [#]204 Disturbing conviction that all life is only a deceptive dream with some dismal or sinister horror lurking behind.

La Petite Claudine: Commonplace Book: https://archive.fo/GR3fK

>>43169

Aw shucks, Anon! I came over from halfchan as well, back in 2014, and I came to halfchan in early 2009, so it’s been quite the journey, even if I was a bit late to the party to experience it in the golden age.

>>43174

I have mentioned this film in another thread before, but Panos Cosmatos’ ‘Beyond the Black Rainbow’ is another film that had a massive impact on me similar to ‘Dark City’ and ‘Jacob’s Ladder’; very powerful and stylistic film that shows us what could happen if we ‘gaze into an abyss’.


 No.43180>>43228 >>43655


 No.43228

File (hide): e349cbe342a9bd1⋯.jpg (278.64 KB, 1920x1080, 16:9, Screenshot-5.jpg) (h) (u)

>>43180

Thanks for the recommendation! I am working on getting it now.

>>43171

There is a scene in ‘The Matrix Reloaded’, where The Architect talks about the earlier versions of the Matrix: “The first Matrix I designed was quite naturally perfect, it was a work of art, flawless, sublime. A triumph equalled only by its monumental failure. The inevitability of its doom is apparent to me now as a consequence of the imperfection inherent in every human being. Thus, I redesigned it based on your history to more accurately reflect the varying grotesqueries of your nature. However, I was again frustrated by failure. I have since come to understand that the answer eluded me because it required a lesser mind, or perhaps a mind less bound by the parameters of perfection.”

These past versions of the simulation were too perfect, people were too content, and were unable to accept it as reality. “May you live in interesting times.”

In ‘Dark City’ Dr. Schreber has a large maze in his office with white lab rats in it, similar to the maze-like labyrinthine city where John is searching for a way to Shell Beach. If you can, in addition to making players terrified of the monsters/eldritch horrors, but also allude to the idea that we are in a simulation, perhaps one of several, and that there is something so dreadful outside it, that anything would be better, that would leave players thinking even after they have completed the game.

A game like ‘Limbo’ manages to create a very eerie atmosphere with a simple look. I remember some of the later, industrial areas where the game utilizes darkness in a very effective way and limits what you can see. That black & white industrial aesthetic is reminiscent of David Lynch’s ‘Eraserhead’.


 No.43655>>43678

>>43180

So, I did watch Altered States, and I did enjoy it. If they had cut the An American Werewolf in London part, where he runs around as a primitive human ancestor, and even wakes up naked in a zoo, it would have been a really creepy horror film. Very interesting premise, that reminded me a lot of Beyond the Black Rainbow. I wonder if the book is worth reading. From what I have read the author was so displeased by the changes that he took his name off the script.

If OP is still around, I just remembered seeing an interview with Pixel, the one-man dev who made Cave Story, where he talks about his practical approach to making a game.

GDC: Cave Story and the Triumph of Pragmatic Game Design: https://web.archive.org/web/20160525235024/http://www.1up.com/news/gdc-cave-story-triumph-pragmatic-design


 No.43658

I want a game thats like the show supernatural but open world where you go around hunting demons

With guns and you have to prepare


 No.43659

>>43007 (OP)

long ago i wanted to make a Silent Hill like game (normal place with some creepy parallel version(s) )

But with the visual style of Legend of Zelda games (the Snes or the GBA ones)


 No.43678

>>43655

>implying you can escape

Yeah I'm still around, life just got in the way (in a good way). I'm glad you enjoyed the movie!




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