An Analysis of the Methods and Techniques Used to Create an Unsettling Atmosphere in Horror Games

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An Analysis of the Methods and Techniques Used to Create an Unsettling Atmosphere in Horror Games An Analysis of the Methods and Techniques Used to Create an Unsettling Atmosphere in Horror Games Jamie K King BA (Hons) Game Design & Production Management, 2015 University of Abertay Dundee Institute of Arts, Media and Computer Games University of Abertay Dundee Declaration Author: Jamie Kennedy King Title: An Analysis of the Methods and Techniques Used to Create an Unsettling Atmosphere in Horror Games Qualification sought: BA (Hons) Game Design & Production Management Year: 2015 i. I certify that the above mentioned project is my original work ii. I agree that this dissertation may be reproduced, stored or transmitted, in any form and by any means without the prior written consent of the undersigned. Acknowledgments I would like to express my sincere gratitude to my supervisor Dr Robin Sloan for his guidance, dedication and invaluable advice throughout the year. His knowledge and mentorship was instrumental throughout this process and for that I am deeply appreciative. I would also like to thank the university, its lecturers and its students for making my past four years of studies as profound and enjoyable as they have been. Finally I would like to thank my parents for their constant encouragement and unconditional support. I feel incredibly fortunate to have such caring and inspirational people in my life. I could not have done this without them. iii Abstract A well-executed atmosphere is a vital element of every horror game. Not only does the atmosphere create the initial impression, it hooks in the user through a variety of subtle techniques. In the horror genre the goal is to scare and unsettle the player, yet without the appropriate atmosphere creating tension, anxiety and fear, the feeling of unease is impossible to maintain. Although atmosphere is integral to creating a good horror game, it is often hard to define. The word is often demoted or used loosely as a simple buzzword thrown about by critics or developers to promote or justify their work. This project sets a more structured context and clear meaning to the word atmosphere and explores different methodologies in its creation. The contextual review outlines 5 major elements that play a role in creating and maintaining an unsettling atmosphere. Once the key techniques were established they were critically applied as case studies to analyse horror games that were universally praised for their atmosphere. An original experimental survival horror game was then created which attempted to encompass all the atmosphere creating techniques identified and discussed throughout the process. Through critical self-reflection and comparison to the case studies the game was examined in order to judge how well each method was implemented and how it related to creating the desired unsettling atmosphere. Throughout this project almost every element has come back to the key underpinning theory of keeping the player stranded in the unknown. This would seem to strongly suggest that it is the terror of the unknown that unsettles the player and creates that atmosphere that plays such a prominent role in all the great horror games. iv Table of Contents 1. Introduction ........................................................................................................................................ 1 Aim ...................................................................................................................................................... 3 Objectives............................................................................................................................................ 3 2. Contextual Review .............................................................................................................................. 4 Visual Obscurity .................................................................................................................................. 5 Sound – the Shortcut to Emotion ....................................................................................................... 7 Terror vs Horror .................................................................................................................................. 8 Minimalist Narrative & Environmental Storytelling .......................................................................... 10 Two-Factor Theory of Emotion ......................................................................................................... 12 3. Methodology ..................................................................................................................................... 13 Defining Criteria ................................................................................................................................ 13 The Criteria ........................................................................................................................................ 14 Games Selected for Case Studies ...................................................................................................... 15 Silent Hills - Playable Teaser ......................................................................................................... 15 Alan Wake ..................................................................................................................................... 16 Game Design Project ..................................................................................................................... 17 4. Case Studies ...................................................................................................................................... 18 Silent Hills - Playable Teaser ............................................................................................................. 18 Alan Wake ......................................................................................................................................... 25 5. Game Design Project ......................................................................................................................... 29 6. Discussion and Conclusion ............................................................................................................... 36 7. References......................................................................................................................................... 39 8. Bibliography ...................................................................................................................................... 46 v Figures Figure a: Silent Hill 2 (2001) .................................................................................................................... 6 Figure b: Bioshock (2007) ...................................................................................................................... 11 Figure c: Limited light ............................................................................................................................ 18 Figure d: PT floor plan, curve line illustrates how the level loops (Eisenmann 2014) ........................... 19 Figure e: Hallway radio ......................................................................................................................... 21 Figure f Bathroom door jump scare ...................................................................................................... 22 Figure g: 'Turn around’ jump scare ....................................................................................................... 23 Figure h: An obscure riddle and a photograph with missing pieces ..................................................... 24 Figure i: Note system ............................................................................................................................. 26 Figure j: Safe havens ............................................................................................................................. 27 Figure k: Shining light at enemies ......................................................................................................... 28 Figure l: Nifrin lighthouse ...................................................................................................................... 29 Figure m: Lantern light reach ................................................................................................................ 30 Figure n: Staircase ................................................................................................................................. 31 Figure o: Woman at window ................................................................................................................. 32 Figure p: Blood soaked desk .................................................................................................................. 33 Figure q: Lookout schedule note ........................................................................................................... 34 vi Tables Table 1: Criteria ..................................................................................................................................... 14 Table 2: Factor that contribute to the creation of atmosphere ............................................................ 37 vii 1. Introduction "Atmosphere plays directly on the emotions of the player. In many ways it is an extension of the emotions of the creators. To me it is integral to the creation of a good game." (Kerbeck 2004, 772) Atmosphere describes the mood, tone and overall style conveyed by a game or scene. This plays
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