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The Art of Fear: How Horrors Act on Players

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This project is a student project at the School of Design or a research project at the School of Design. This project is not commercial and serves educational purposes
Finalist of the competition

B  lately, the game choir market has been oversaturated by variations of one and  thech  also stories: abandoned houses with  ghosts, horrors in  cosmos, survival in  forest, escape from  monsters and  next up to  list. The creators look at stories from different sides, while continuing to use obsolete mechanics. And  only units seek to create something new that can really scare the audience.

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Fatal Framework, 2001.

The research topic was chosen based on  interest in  chorrorams, a  also wanting to know why the game industry uses those  or other methods of exposure to  players and  viewers. It was also interesting to analyse, based on  the market, what other ways to cause fear might be present in  play and  have the necessary effect, but  use less demand, in 0; in 1; from, for example, already known screams.

Visual material for visual research was selected based in 2; found game chorror, the fragments of which were used in 3; far away in 4; this work. All materials serve as a way to illustrate, add, in 5; also serve as a source of analysis.

'Cause there’s not enough text material on this topic on  and, much less, research, the whole text is based on a  personal analysis and  observation, a  also a long game experience.

In order to reveal the topic in the most detail, the structure of the study was designed to first describe the  chorror of the games in  a goal and  how they work and  why they use popularity and  the question. Then there are examples of how a typical chorororus affects the huhnbsp; players and huhnbsp; viewers and huhnbsp; it works with the huhnbsp; they’re psychotic; and the huhnbsp; it causes fear.

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P.T., 2014.

The following paragraph describes how game developers are gradually starting to introduce liminal spaces and  the notion of liminality in  the purpose and  the effect on  the viewer is already starting with  the help of a new method, using it in  the quality of the tool, and  also about  the way that elements of the game chorrorra can be introduced into  the non-game space; and  successfully working beyond its boundaries, such as in 0; the quinematograph. The last chapter talks about how liminality in 1; the instrument of exposure has become a full-fledged object of the game in 2; the octopus for her.

Despite the  relative stagnation of the game market, among the vast amounts of classical and  typical techniques used to scare players, a large number of developers, not least, try to correct this situation and  come up with new and  new ways to keep scaring their audience and  doing so successfully. So what’s the chorororus and how’s it gonna work?

Chapter 1

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Outlast, 2013.

If you talk about the game chorra as such, then you can describe it briefly as a game that attempts to scare the player in a very different way, be  then cheating expectations, turning to  subconscious fears or banal scripts. In  to  also time, this concept is much broader than it may seem, because if in  the chorror’s quinematograph is something scary and  scary for  counting its element of surprise, and  triller  — what works carefully with the spectator’s spectator’s psychic, then  to&nbsp0; playing space, these two concepts connect.

Good chorr of the game — this is usually a connection between chorororus and  a timer where unexpected moments overlap with  a persistent build-up of anxiety.

The best chorororrows are typically represented by famous games such as Outlast (2013), Amnesia: The Dark Discent (2010), The Forest (2018) and  other giants of the industry. The three of them represent the main chorororor survival genre and  they have a number of obvious similarities: complete history, danger and  monsters, screams, atmosphere. But  heaters, game elements and  mechanics, and  also causes, according to  which cause fear, different.

Amnesia: The Dark Descent, 2010 / The Forest, 2018.

1.1. Screamers

One of the  memoranda of how to influence  the game and  the interactions with  — crimer.

B  the core of the screams is the banal scare of  — the instantaneous reaction of the body to  the threat. It’s a way to scare you. It’s a very simple way to scare you. It’s a very simple way to scare you. And it’s not. There is a belief that starting the game from  the screenr is a wire, but it’s a little more complicated than that.

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SILENT BREATH, 2024.

SILENT BREATH (2024) — game from the EXODIAC STUDIOS developers. The story and  the game of which is about  that the player is coming to the  the crime scene in  stunning the woods, and  the game is tasked with finding missing persons. Time: until  morning. Each second spent in the forest is accompanied by completely different screams: be  then suddenly the attacker from  the darkness of the monster, or a stalker chasing the player who is getting closer and closer and closer; and, if the player does not  scare him, he goes into a sharp attack on  him.

SILENT BREATH, 2024.

The game also serves as a good game, and  in  to  also a bad time, an example of the use of the script because it throws the player & laQ; to hold on without a piss; the whole game and  to perform the task. But it’s not, as the experience of a multi-user game has shown, the endless run in the dark forest is quickly getting bored and the gamsp; the gample is no longer relevant.

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Layers of Fear, 2016.

Leyers of  Fear (2016) — an example of a game where the scripter is the main tool for scaring the player. The plot revolves around the artist with the  the gaps with the  the memory that is desperately trying to restore the chain of events and  it comes across the  the scary fragments of its own mind. Running down and down and down, the player often bumps into some triggers that always lead to the  small, sudden cat scenes with the  scripts.

Layers of Fear, 2016.

B  the difference from  the previous example, in  the game Amnesia: The Dark Discent (2010) the criteria are always accompanied by persecution and  hazard. If the player is scary, then  next thing you know, something is definitely connected to the 'nbsp; i  and when you catch it, it returns to the 'nbsp; the preservation point, before it’s not  forgetting to scare again.

Amnesia: The Dark Descent, 2010.

1.2. Mechanics

Then not  less than the popular smimmer  — far from  the only game mechanic of chorrows. Despite the  those  infinitely numerous, you can single out the basics most commonly used by developers.

Capture of the microphone.
Mechanics that were already present in  one of the  mentioned examples, a  also gaining popularity among modern chorrors. The essence of the game is also that the game captures the sounds made by the player, and  that depends on success. The quieter the player  — the more he  alive.

In  Silence (2020) — a game where one of the  players is a monster that only focuses on  the sound, a  the remaining  — play for the  survivors and  are shared with each other with  helping the microphone in  the game. Objective: To survive, not  drawing the attention of a monster so that he can hear.

In Silence, 2020.

Phasmophobia (2020) is similar to  a previous example, but the computer itself serves as the monster. He hears players all the time, but he can read and  sometimes answer questions. The main task of the players is to survive and not to die from the game; a ghost who hears everything the players say, a  also their  interacting with the game objects. In addition to mike capture mechanics, Phasmophobia also uses the mind scale and  phonary.

The Art of Fear: How Horrors Act on Players
Project created at 27.06.2024