The Freudian Uncanny in Psychological Horror Games

Total Page:16

File Type:pdf, Size:1020Kb

The Freudian Uncanny in Psychological Horror Games Repeating Despite Repulsion: The Freudian Uncanny in Psychological Horror Games Julia Jespersdotter Högman English Studies Bachelor Level 15 hp Term 6 2021 Supervisor: Berndt Clavier Jespersdotter Högman 2 Table of Contents Abstract…………………………………………………………………………………….......i 1. Introduction…………………………………………………………………………....…..1 2. Theory and Method……………………………………………………………………..….4 a. The Uncanny…………………………………………………………………………..4 b. Player/Avatar Relationship………………………………………………………........8 c. Interactive Fictions…………………………………………………………………..10 d. Cry of Fear…………………………………………………………………………...11 e. Silent Hill 2…………………………………………………………………………..11 f. P.T……………………………………………………………………………………12 g. Outlast…………………………………………………………………………….…13 4. Discussion………………………………………………………………………………….14 a. Internal and External Reality…………………………………………………...........14 b. The Symbolic………………………………………………………………………...21 c. The Familiar………………………………………………………………………….31 d. The Double…………………………………………………………………………..37 e. Video Game Fiction and Written Fiction…………………………………….............41 5. Conclusion………………………………………………………………………………....44 6. Glossary…………………………………………………………………………………....46 7. Works Cited………………………………………………………………………………..48 Jespersdotter Högman 3 Abstract This thesis explores the diverse and intricate ways the psychological horror game genre can characterise a narrative by blurring the boundaries of reality and imagination in favour of storytelling. By utilising the Freudian uncanny, four video game fictions are dissected and analysed to perceive whether horror needs a narrative to be engaging and pleasurable. A discussion will also be made if video game fictions should be considered in the literary field or its own, and how it compares to written fiction in terms of interactivity, engagement, and immersion. Jespersdotter Högman 4 1. Introduction I began my research with the purpose of defining the strange allure to horror games, the enjoyment in torturing yourself with graphically bloodied deaths and grotesque monsters designed to terrify you, and why we subject ourselves to this terror. There is an element to horror games that adventure games seem to lack, namely the adrenaline-filled rush of conquering the reaper, facing the worst, and emerging on the other side. The rectangular shape of the computer screen dissipates, bridging the gap between player and avatar, you become fully immersed in the goal to survive the horrors before you. Jeffrey Douglas writes: “There exists a sense of pleasure conflated with emulating the mastery of an unpleasurable experience, and the sense of pleasure generated by symbolically engaging death is predicated on the intuitive sense of despair one might feel in facing finality” (4). Douglas refers to the Freudian death drive, the compulsion to repeat despite repulsion and the enjoyment you achieve from this cycle. While researching this compulsive desire, the Freudian death drive was a theory that surfaced numerous times. Still, even more prevalent was the Freudian uncanny, describing the unsettling but pleasurable horror in doubting whether something is real or rooted in imagination (Brown and Marklund 4). This theory has been applied to horror games previously, specifically related to the video game franchise Silent Hills. Psychological horror games are usually analysed in psychoanalytic theory due to their focus on the protagonist’s mental turmoil. Anna Maria Kalinowski discusses in her article how game developers utilise familiar environments “which players can easily identify, but then alter them in ways to create a feeling of something being ‘slightly off’” (4). This sense of unsettling the player through uncanny elements is the focus of my research, specifically how utilising the uncanny affects the video game’s narrative. Interactivity, agency and relation between player and avatar are also interesting aspects of this subject. Are video game fictions—games with a fictional plot—a more interactive form of storytelling than text-based fiction due to the agency the player has? How does the player/avatar Jespersdotter Högman 5 relationship compare to the reader/narrator relationship? Should video game fictions be considered in literary theory or be a separate field? While this text will not answer all the above questions, it strives to offer a perspective on the relation between video game fiction and written fiction through the lens of the psychological horror genre. Psychological horror is a sub-genre separated from its predecessor of pure horror due to the intricate narrative elements stressing a singular protagonist’s psychological journey. Prioritising the narrative over terrifying its audience, psychological horror aims to unsettle rather than rely on sudden frights. In psychological horror games, the player must interpret occurrences and form individual conclusions, at times questioning what is real and what originates from within the protagonist’s imagination. Jonathan Ostenson argues for video games to be considered in literary theory, he writes: “the games of today have come to rely more and more on the elements of fiction in their design, and they represent unexplored territory in studying the nature and impact of narrative” (2). Conversely, Tanya Krzywinska, professor in digital games, transmedia, and immersion, argues for the existence of ‘ludology’, game studies. As it strives to define the relationship between player and avatar, ludology aims to separate itself from literary theory due to the difference in medium and audio-visual rather than textual storytelling (Roe and Mitchell 2). Krzywinska writes: “I for one look forward to a time when I don’t have to smuggle games into my film courses under the rubric of genre” (2). Although I agree with Krzywinska’s perspective on studying games separately, it will still be practical to consider them in the context of written media, if only to prove their worth as a field of research. This thesis will take advantage of Sigmund Freud’s text The Uncanny to achieve this, exploring the psychological horror narrative and its effective and affective storytelling using narrative techniques derived from literary theory and traditional storytelling. Jespersdotter Högman 6 The games I will research in this thesis are staples of the psychological horror genre, Silent Hill 2 being a game that kickstarted this type of storytelling in 2001, adding psychological elements to its successful predecessor with the same name. P.T., meaning “Playable Teaser,” was an interactive teaser for the highly anticipated latest instalment in the Silent Hill franchise designed by game producer Hideo Kojima and film director Guillermo del Toro. However, the game was cancelled due to conflicting interests with Konami, the company owning the rights to the franchise. Outlast and Cry of Fear are games referred to as “indie horror,” meaning smaller, independent teams created them without the financial support of a corporate game publisher. As mentioned earlier, the Freudian uncanny is closely related to psychological horror, derived from Sigmund Freud’s book The Uncanny. The book discusses concepts that incite fear and uncertainty while also emphasising the separation of imagination and reality, the unfamiliar and the familiar. Horror in video games has previously been discussed in the context of Sigmund Freud’s The Uncanny in attempts to locate what makes us fear what we logically know does not exist. This thesis will further explore the concepts presented in Freud’s work concerning how the perception of reality is portrayed through the protagonist’s perspective, causing the player themselves to be lost in the inexplicable. I will also consider the views of Slavoj Žižek and Ewan Kirkland as they have contextualised and modernised the Freudian uncanny in film and games, while Freud is limited to literary examples. By utilising these theories, I will gauge what is rewarding and pleasurable in these video game fictions. How can I define the player/avatar relationship further? What effect do the uncanny elements in the games have on the player’s connection to the avatar they are controlling? What is the psychological component of psychological horror, and how does it relate to the Freudian uncanny? And finally, is video game fictions comparable to written text? Is one more interactive than the other? Jespersdotter Högman 7 2. Theory and Method a. The Uncanny The Uncanny is a strange phenomenon that has been the root of research both within video game theory and psychological horror as researchers attempt to navigate what incites this peculiar feeling of discomfort. I will begin in the scope of study that resides outside of video game narratives; Sigmund Freud and Slavoj Žižek are worth mentioning in this context, while Ewan Kirkland’s focus is on horror games. According to Freud, the uncanny “is undoubtedly related to what is frightening—to what arouses dread and horror” (1). He introduces the word as derived from the German word 'unheimlich,' meaning the opposite of 'heimlich,' homely, or 'heimisch,' native (3). Freud intends to present a common conclusion that what is uncanny must also be unfamiliar or that something must “be added to what is novel and unfamiliar in order to make it uncanny” (3). He then states that this is a shallow interpretation of the uncanny, originating from Ernst Jentsch, from which he concludes that: “It is not difficult to see that this definition is incomplete, and we will therefore try to proceed beyond the equation ‘uncanny’ as ‘unfamiliar’” (4). Freud proceeds to investigate the meaning of
Recommended publications
  • Silent Hill Le Moteur De La Terreur
    Bernard Perron SILENT HILL le moteur de la terreur Traduit de l’anglais (Canada) par Claire Reach L>P / QUESTIONS THÉORIQUES L’auteur emploie le titre Silent Hill pour désigner l’ensemble de la série. À la mémoire de Shantal Robert, Silent Hill (sans italiques) désigne la ville éponyme. lumière dans l’obscurité Et pour chaque jeu en particulier, les abréviations suivantes : SH1 Silent Hill (PS1), Konami/Konami (1999). SH2 Silent Hill 2 (PS2/PC), Konami/Konami (2001). SH3 Silent Hill 3 (PS2/PC), Konami/Konami (2003). SH4 Silent Hill 4: The Room (PS2/Xbox/PC), Konami/Konami (2004). SH: 0rigins Silent Hill: 0rigins (PSP/PS2), Konami/Konami (2007). SH: Homecoming Silent Hill: Homecoming (PS3/Xbox 360/PC), Double Helix Games/ Konami (2008). SH: Shattered Memories Silent Hill: Shattered Memories (Wii/PS2/PSP), Climax Studios/Konami (2009). SH: Downpour Silent Hill: Downpour (PS3/ Xbox 360), Vatra Games/Konami (2012). INTRODUCTION Le chemin est le but. Proverbe bouddhiste theravada Toute discussion sur Silent Hill débute immanquable- ment par une comparaison avec Resident Evil. Cette série de jeux sur console très populaire de Capcom (1996) ayant été lancée avant le Silent Hill (SH1) (1999) de Konami, elle était et demeure à ce jour la référence obligée. Toutefois, comme le soulignait l’Official U.S. PlayStation Magazine en couver- ture de son numéro de mars 1999, SH1 était « plus qu’un simple clone de Resident Evil 1 ». On a d’abord remarqué les progrès techniques et esthétiques. Les arrière-plans réa listes et pré calculés en 2D de Raccoon City cédaient la place aux environnements en 3D et en temps réel de Silent Hill.
    [Show full text]
  • 'Littlebigplanet' Wins Big at Video Game Awards 26 March 2009, by DERRIK J
    'LittleBigPlanet' wins big at video game awards 26 March 2009, By DERRIK J. LANG , AP Entertainment Writer "Fallout 3" lead writer Emil Pagliarulo during his acceptance speech. "To all the nerds growing up in South Boston, don't play hockey. Don't join Little League. Stay in your room, read your Lloyd Alexander and play 'Dungeons and Dragons.' It all works out in the end." Selected by a jury of game creators, the Game Developers Choice Awards honor the best games of the past year. The lively ninth annual ceremony was hosted by "Psychonauts " and "Brutal Legend" developer Tim Schafer. The show was capped off with the debut teaser trailer for "Call of Duty: Modern Warfare 2," the upcoming sequel to the best-selling game of 2007. Other winners at the ceremony at the Moscone Video game enthusiasts attend the Game Developers Convention Center were Ubisoft Montreal's "Prince Conference Wednesday, March 25, 2009, in San of Persia" for best visual art, Ready at Dawn Francisco. (AP Photo/Ben Margot) Studios' "God of War: Chains of Olympus" for best handheld game, EA Redwood Shores' "Dead Space" for best audio and 2D Boy's "World of Goo" for best downloadable game. (AP) -- "LittleBigPlanet" sacked the competition to win four trophies at the Game Developers Choice "Video Games Live" concert series co-founder Awards. Tommy Tallarico was awarded the ambassador trophy. Alex Rigopulos and Eran Egozy, co- Developed by Media Molecule, the cutsey founders of "Rock Band" developer Harmonix, PlayStation 3 adventure game which allows received the pioneer award. "Metal Gear Solid" players to create and share their own levels was creator Hideo Kojima was bestowed with the honored for best game design, debut, technology lifetime achievement award.
    [Show full text]
  • Video Games and the Mobilization of Anxiety and Desire
    PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.
    [Show full text]
  • University of Pardubice Faculty of Arts and Philosophy Figurative
    University of Pardubice Faculty of Arts and Philosophy Figurative Language in Online Game Reviews Petr Merkl Bachelor thesis 2019 Prohlašuji: Tuto práci jsem vypracoval samostatně. Veškeré literární prameny a informace, které jsem v práci využil, jsou uvedeny v seznamu použité literatury. Byl jsem seznámen s tím, že se na moji práci vztahují práva a povinnosti vyplývající ze zákona č. 121/2000 Sb., autorský zákon, zejména se skutečností, že Univerzita Pardubice má právo na uzavření licenční smlouvy o užití této práce jako školního díla podle § 60 odst. 1 autorského zákona, a s tím, že pokud dojde k užití této práce mnou nebo bude poskytnuta licence o užití jinému subjektu, je Univerzita Pardubice oprávněna ode mne požadovat přiměřený příspěvek na úhradu nákladů, které na vytvoření díla vynaložila, a to podle okolností až do jejich skutečné výše. Souhlasím s prezenčním zpřístupněním své práce v Univerzitní knihovně. V Pardubicích dne 10. 6. 2019 Petr Merkl Chtěl bych poděkovat především Mgr. Evě Novákové a PhDr. Zuzaně Nádraské, PhD za veškerou zpětnou vazbu kterou mi při tvorbě této práce poskytovaly. Dále pak mé rodině, která mi poskytovala veškerou podporu v době mého studia, i mimo něj. Také všem svým přátelům a kolegům za morální podporu a povzbuzení. TITLE Figurative Language in Online Video Game Reviews ANNOTATION This bachelor thesis deals with figure of speech known as metaphor and its occurrence in the genre of online game reviews. The figure is defined according to the conceptual theory. Special importance is ascribed to the differences in the way these figures are used in reviews for different age groups.
    [Show full text]
  • Art Worlds for Art Games Edited
    Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article.
    [Show full text]
  • Evaluating Player Immersion in Survival Horror Video Game Design 1
    EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS BY MELODIE GRIFFIN DR. JENNIFER PALILONIS - ADVISOR BALL STATE UNIVERSITY MUNCIE, INDIANA MAY 2019 EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 1 ABSTRACT THESIS: Evaluating Player Immersion in Survival Horror Video Games STUDENT: Melodie Griffin DEGREE: Master of Arts COLLEGE: College of Communication, Information, Media DATE: May 2019 PAGES: 66 While survival horror video games develop at a rapid pace, a gap in user experience research continues to widen alongside their development. More specifically, this study seeks to understand how perspective and narrative affect player immersion in survival horror video games by performing a comparative study of player experience during gameplay with and without virtual reality enhancement. By evaluating how players interact with the gameplay experience, this study will identify how differing player perspective provokes or affects player immersion. Based on these findings, this study recommends a less restrictive game structure that limits the use of narrative cutscenes, provides more than one way to complete game challenges/objectives, and allows for virtual reality enhancement options. EVALUATING PLAYER IMMERSION IN SURVIVAL HORROR VIDEO GAME DESIGN 2 ACKNOWLEDGEMENT I’d like to express sincere gratitude to my advisor, mentor, and friend-- Dr. Jennifer Palilonis. My thesis committee Dr. Johnny Sparks and Dr. Tim Huang also deserve my gratitude. In addition, a great many thanks goes to the Emerging Media Design and Development faculty and students. Their support and kindness has strengthened my research.
    [Show full text]
  • La Série Outlast Dans Le Renouveau De L'horreur Vidéoludique
    Document generated on 09/26/2021 4:03 p.m. Loading The Journal of the Canadian Game Studies Association Regarder la peur dans les yeux La série Outlast dans le renouveau de l’horreur vidéoludique Looking at Fear Right in the Eye The Outlast Series in the Revival of the Horror Videoludic Jean-Charles Ray Le jeu vidéo au Québec Article abstract The Video Game in Quebec The aim of this paper is to study the production of the Montreal studio Red Volume 14, Number 23, 2021 Barrels so as to grasp its value and how it is exemplary of the recent renewal in horror video games through an articulation of sight and space producing an URI: https://id.erudit.org/iderudit/1078730ar enticing trap. With Outlast in 2013 and a year later with its extension Outlast: DOI: https://doi.org/10.7202/1078730ar Whistleblower, this independent studio revived some of the great themes of the horror genre: one can recognize in their derelict psychiatric hospital Noël Carroll’s « drama of corridors », Mikhaïl Bakhtine’s castle chronotope and fear See table of contents as an emotional drive for the player’s progression, as theorized by Bernard Perron. Yet, these games also took part in the First-person avoider trend that bloomed in the 2010s by removing all combat mechanics and leaving the main Publisher(s) character with nothing more than a camera allowing him to temporarily see in the dark; the main goal being to remain unseen while seeing. In these games Canadian Game Studies Association that reconnect with the idea of a transgressive gaze of which Medusa is the antique archetype, the point is less to overcome monsters than one’s own fears.
    [Show full text]
  • Grupy Kapitałowej Cd Projekt Za Okres Od 1 Stycznia Do 30 Czerwca 2017 R
    SPRAWOZDANIE ZARZĄDU Z DZIAŁALNOŚCI GRUPY KAPITAŁOWEJ CD PROJEKT ZA OKRES OD 1 STYCZNIA DO 30 CZERWCA 2017 R. 2 Spis Treści 5 Grupa Kapitałowa CD PROJEKT – wprowadzenie 6 Kluczowe osiągnięcia Grupy Kapitałowej w I połowie 2017 r. 9 Krótka charakterystyka Grupy Kapitałowej CD PROJEKT 10 Profil działalności 15 Perspektywy rozwoju Grupy Kapitałowej CD PROJEKT 16 CD PROJEKT S.A. na rynku kapitałowym 18 Działalność Grupy Kapitałowej CD PROJEKT 19 Struktura organizacyjna Grupy Kapitałowej CD PROJEKT 21 Opis segmentów biznesowych, produktów i usług, rynków zbytu, dostawców i odbiorców 34 Charakterystyka zewnętrznych i wewnętrznych czynników istotnych dla rozwoju Grupy Kapitałowej CD PROJEKT 36 Umowy znaczące 36 Zarządzanie ryzykiem w działalności Grupy Kapitałowej 37 Wyniki finansowe Grupy CD PROJEKT 38 Omówienie podstawowych wielkości ekonomiczno-finansowych ujawnionych w skonsolidowanym i jednostkowym sprawozdaniu finansowym 54 Ład korporacyjny 55 Podmiot uprawniony do badania sprawozdań finansowych 55 Akcjonariusze posiadający co najmniej 5% liczby głosów na Walnym Zgromadzeniu 57 Umowy, w wyniku których mogą w przyszłości nastąpić zmiany w proporcjach akcji posiadanych przez akcjonariuszy i obligatariuszy 57 Informacje o nabyciu akcji własnych 58 Akcje Spółki w posiadaniu członków Zarządu i Rady Nadzorczej 58 Skład Zarządu i Rady Nadzorczej CD PROJEKT S.A. 60 Zmiany w składzie Zarządu CD PROJEKT S.A. 60 Rada Nadzorcza CD PROJEKT S.A. 60 Zmiany w składzie Rady Nadzorczej CD PROJEKT S.A. 61 Zmiany w podstawowych zasadach zarządzania Spółki i jej Grupy Kapitałowej 61 Opis istotnych postępowań toczących się przed sądem Sprawozdanie Zarządu z działalności Grupy Kapitałowej CD PROJEKT za okres od 1 stycznia do 30 czerwca 2017 roku (wszystkie kwoty podane są w tys.
    [Show full text]
  • Silent Hill 2 PC Manual (Digital)
    ABOUT PHOTOSENSITIVE SEIZURES A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms including: Lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms–children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by: • sitting farther from the television screen, • using a smaller television screen, • playing in a well-lit room, and • not playing when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. AVOID DAMAGE TO YOUR TELEVISION Do not use with certain televisions. Some televisions, especially front-or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may “burn in” to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played.
    [Show full text]
  • Emulating Authentic Dialogue in Roleplaying Video Games
    Tips of Fingers, Tips of Tongues: Emulating Authentic Dialogue in Roleplaying Video Games Stephanie Caskenette The Department of Art History and Communication Studies, McGill University, Montréal October 2017 A thesis submitted to McGill University in partial fulfilment of the requirements of the degree of a Master’s of Arts (Communication Studies). © Stephanie Caskenette, 2017 1 Table of Contents Abstract ........................................................................................................................................... 3 Acknowledgements ......................................................................................................................... 4 Introduction ..................................................................................................................................... 5 Chapter 1 – Game Feel and Other Methodological Considerations ............................................. 22 Chapter 2 – Dialogue Systems in Roleplaying Games ................................................................. 44 Chapter 3 –Evaluating Contemporary Dialogue Systems ............................................................ 62 Chapter 4 – Designing Around Hardware Limitations ................................................................. 77 Conclusion .................................................................................................................................... 94 Works Cited .................................................................................................................................
    [Show full text]
  • Evolution of the Youtube Personas Related to Survival Horror Games
    Toniolo EVOLUTION OF THE YOUTUBE PERSONAS RELATED TO SURVIVAL HORROR GAMES FRANCESCO TONIOLO CATHOLIC UNIVERSITY OF MILAN ABSTRACT The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles likes Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games and YouTube personas, with attention to in-game characters and gameplay mechanics on the one hand and the practices of prominent YouTube personas on the other. It will show how the horror game genre and related media, including “Let’s play” videos, animated fanvids, and “creepypasta” stories have influenced prominent YouTuber personas and resulted in some changes in the common processes of persona formation on the platform. KEY WORDS Survival Horror; Video Game; YouTube; Creepypasta; Fanvid; Let’s Play INTRODUCTION Marshall & Barbour (2015, p. 7) argue that “Game culture consciously moves the individual into a zone of production and constitution of public identity”. Similarly, scholars have studied – with different foci and levels of analysis – the relationships between gamers and avatars in digital worlds or in tabletop games by using the concept of “persona” (McMahan 2003; Waskul & Lust 2004; Isbister 2006; Frank 2012). Often, these scholars were concerned with online video games such as World of Warcraft (Filiciak 2003; Milik 2017) or famous video game icons like Lara Croft from the Tomb Raider series (McMahan 2008).
    [Show full text]
  • Unity Playground
    Unity Playground Instructor: Prof Pisan [email protected] Overview Game Engine Architecture Unity's approach to creating a game engine Defining a game - components, criticism Role of Game Designer Unity Playground https://unity3d.com/learn/tutorials/s/unity-playground 2 HW1: Unity Basics Review answers Grading: #2 2pts #5 2pts #8 2pts Rest 4pts 3 Game Designer Advocate for the player See the world through the player's eyes Player experience Playtesters - providing feedback Game design as hosting a party - an interactive experience Communication - sell your game, good listener and compromiser Teamwork - personalities Process - games are fragile, prioritize goals Inspiration - world as challenges, structures and play. Money to relationships Beyond existing games Will Wright - ant colonies to SimAnt What parts of your life can be turned into games? 4 Fail and Fail Again https://officechai.com/startups/51-failed-games-rovio-created- angry-birds-now-going-public-1-billion-valuation/ Playcentric Design Process Keeping the player experience in mind and testing the gameplay with target players through every phase of development. Setting player experience goals Players have to cooperate to win, but structured so cannot trust each other Players will feel a sense of happiness and playfulness Prototyping and Playtesting Paper is easy to modify, software decisions harder to reverse Iteration Design → Test → Evaluate → Design → Test → …. 6 Game Development 1. Brainstorming 2. Physical prototype 3. Presentation (if you need $$s) 4. Software prototype 5. Design documentation - putting the notes together 6. Production 7. Quality assurance Approaches: Jump from concept to writing up design to coding. Works OK when the game is a variation of an existing game Game Jams: Tapping into community for ideas and prototypes Innovation: unique play mechniques, beyond existing genres, integrating into daily lives, taking on new business models, emotionally rich gameplay, ….
    [Show full text]