How do we (the Anonymous) fix the horror genre?

How do we (the Anonymous) fix the horror genre?

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Good horror games don't sell as well as cheap jumpscare youtuber bait streamer bait clones of fnaf.

The scariest thing about these threads is the notion that they keep happening without any form of action taking place. Almost like the idea of doing something is enough to deal with your problems with the genre.

>cheap jumpscare
Stopped readin there.
Shit opinion disregarded. You have no idea what you're talking about.

By making it scary and coming up with new ideas that haven't been tried before.

Jumpscares are not horror.

By using natural selection among us, meet online and make our own game I guess, with every user working his own part (sound design, texturing, coding, etc)

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add a consequence for dying, like dying irl

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Why do sois find dogs scary?

it's not the dog, it's the endless black void behind him that could have all sorts of unimaginable hellish creatures, at least that's what scares me

By making the scary monster female. And the ending twist is that she only wanted to love you

He likes blending dogs against dark backgrounds but what does it for me is this bird.

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cause it fucks their gf

Neither are walking simulators

Make it psychological, stop making screaming jpgs bullshit, weirdness over jumpscariness if you get what i mean.

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>you die in-game, you die in real life

Understand that effective horror media (regardless of format) must employ both "Terror", the anticipation of a threat, and "Horror" the reeling reaction to an object which evokes fear.
Too many games lean on one without the other, being either
>All buildup and no payoff
or
>Scary imagery with no suspense or buildup to make it effective

So establish danger early with some small but difficult encounters, give the player some breathing room to safely explore, introduce dangerous elements gradually, employing a 60/40 mix of
>There's something in the distance but you have to approach it
scenarios and
>Something unexpectedly appears (jumpscare) scenarios
Use elements of mystery to keep the player motivated, so curiosity keeps them playing.
The final few segments should be revelatory, solving the story's mysteries, and fulfilling all the promises of looming horror by saving the most disturbing, horrifying content for the end.

For gameplay considerations, combat is a necessity. If the player always has the option to flee, the game loses its edge, it begins to feel safe because the solution to every encounter is the same. By the same coin, there must be limits on resources or options so that standing and fighting isn't optimal. By having both, the player must always weigh their options and won't know that they're doing the right thing. This uncertainty lends itself to panic, desperation and fear.
Finally, sound design is of paramount importance. Employ infrasound to subliminally make the player uncomfortable. Silence is instinctually frightening, so use it to build up to encounters, and only employ sound sparingly. Music makes people feel at ease, only use it in safe areas.

This is everything that can be set down in text to make a good horror game in theory. The only thing left is to do the actual practical work of development.

Also, employ phobias as aesthetic/design elements.

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"Horror" isn't a video game genre but a thematic element.

Horror or games are mostly like carnival rides. Like a haunted house. You walk through and dark area with a lamp, interact with some levers and buttons and that's that.Low level braindead entertainment that fails to challenge you.

It's missing depth of all kinds.

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artist?

Play that game that one user made

Wow, a post that isn't completely retarded around here.

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Uhhh...
The Lostboy one?

>gif
I ain't clicking that shit

With 10/10 sound design
it's the only reason why Dead Space still makes me feel uncomfortable sometimes

more pibbles

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>Nothing happens
What's the point? I wanted a jumpscare.

>.gif
>Nothing actually happens
Clever.

>Music makes people feel at ease, only use it in safe areas.

Wrong, music can incite fear by itself.

>getting scared at all
AAAAAA IM GETTING SCARED BY SOMETHING DARK AND UNKNOWN. IM GETTING SPOOKED BY SCARY SOUNDS AND FROM THE ENVIRONMENT AAAAAAAA.

Saw him talk about it here and then saw an ad
youtu.be/ssH_Fnz2B4k

This.
Alien: Isolation was held up entirely by it's atmosphere which was thanks to the excellent sound design.

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I ran it through GIF exploder and sadly it doesn't have a jumpscare, however it has several identical frames what is strange.
Welp, I'm disappointed.

he seems like an okay guy

nice samefag, im not clicking it

Cute smile

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Horror games where nothing usually happens or you can't fight back are terrible. All the tension cuts when you get to a cutscene.

FUCK YOU

I don't care, it's up to you.

MOOOOOOOOOODS

VR

We need to fix the video game industry first.

Sir, Halloween is over already. May I see your horror game thread permit?

But nothing actually happens, I decided to take the bullet and ended up staring at it like an idiot for way too long

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more jumpscares

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no jumpscares

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Jumpscares have to be EARNED.

it would be better if actual jumpscare would appear after this

Make a normal game but mess with the player occasionally by putting weird sounds where they don't belong, npc's that appear for 1 second when you look at them but then disappear or friendly characters getting possessed. Or something completely meta like menu items changing to something unnerving or something creeping around in a loading screen.

how about more chilling, slow-burn, atmospheric, story driven games?

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For such a scary genre, there sure isn't a whole lot of bone rattling.

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thanks doc

cunt

i really do not like this image.

Dragan Bibin

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ye it's like looking in a mirror, huh?

Dragan Bibin. a Serbian painter.

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Who's your horror waifu, Zig Forums?

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>i really do not like this image
Who the hell does?

that tied cloth really fucking makes it eerie

Create something called "Intensity Horror"
There is no "Jumpscare" but there is also no "Buildup" either.
What there is, however, is a visceral, almost nonstop assault on the senses that makes you feel like you're witnessing the darkest part of the world