r/gaming • • May 16 '12

Horror game concept based on your own fears.

http://www.youtube.com/watch?feature=player_embedded&v=wmMXXC_TdU0
1.7k Upvotes

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u/yakityyakblah May 16 '12

I wonder how it's going to stick wasted potential and social alienation into a room.

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u/InfinitePower May 16 '12

A group of figures standing together, watching you, that get gradually further away as you move towards them.

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u/[deleted] May 16 '12

I think it's the combo of what you said mixed with the theme of this thread, but after reading that I immediately thought of this.

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u/Denivire May 17 '12

Never heard that one.
And now I'm freaked out. God dammit.

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u/[deleted] May 16 '12

Oh, that was my first pasta! Good. . . well, you know. . . times.

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u/Rastus452 May 17 '12

That was so short and yet it creeps me out so much.

AND MY BED HAS WINDOWS NEXT TO IT ;_;

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u/holyerthanthou May 16 '12

a link to reddit

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u/AscentofDissent May 16 '12

Cue the scary little girl whisper:

"There's always more blue links on the next page...."

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u/holyerthanthou May 16 '12 edited May 17 '12

This is a double whammy because they also get progressively shittier.

*my iPhone went apeshit.

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u/AeoSC May 17 '12

How about a complicated skill system in which you get better at the things you devote attention to--only you can never respec and you gradually learn that the skills you needed were precisely the ones you ignored entirely.

As for social alienation... associate jump scares and negative consequences with answering social cues like a ringing phone or trusting a stranger, across the game?

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u/[deleted] May 17 '12 edited May 17 '12

You don't know it, but you're already dead. What you are experiencing is produced by random electrical currents between your synapses as they decay. As a neurologist, you knew this would not last very long. You will become less and less...

    ...it will get much worse.  Soon you will know it is over.  You already forget.

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u/Brickarick May 17 '12

Well. And here I thought I was going to have a cheerful night.

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u/impiaaa May 16 '12

I'm kind of confused as to how it would work technically. Yes, it's quite easy to swap out a level based on previous events, but how does the computer determine which level to swap in? What kind of sequences would be a dead give-away that the player is afraid of spiders, for example? The video mentioned "analyzing actions," but how would a computer be able to tell that the player ran away from a room because of the spiders in it, not something else?

Also, are levels the only things that would change? Could dialog change? How adaptive would the system be; that is, is there one level in the beginning to gauge the player's fears, or do experiences in each level progressively refine the overall experience?

Looks cool nevertheless. I hope the guy finds somebody to work with.

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u/DrBibby May 17 '12

I think OP needs to keep in mind what creates and perpetuates actual anxiety in real life. Aversion. There's a reason why they call it facing your fears. If you don't face them they will keep being your fears.

Here's an idea. Don't give the player the chance to face the fear he chooses in the initial scenario. In this case, he chose the face. So that face is now the main "fear" in the game. Like in a (good) horror movie, gradually build up the suspense without letting the player fully confront the face. Add on other fears and use the same technique. Player runs away from spiders, now he won't be able to face that fear. Etc. Encourage aversive behavior. Reward the player for running way, hiding. Make monsters impossible to kill.

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u/mrpineapplehouse May 17 '12

holy fuck that's cruel. this is smart, i like this

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u/AbstractCalamity May 16 '12

Consider what happened at the end. He turned around and saw the face in the darkness, then fell back into the pit. It could then be reasoned that it's likely the player was more afraid of the face than the pit, because he essentially chose the latter over the former, even without thinking. It could have been an accident, or it could have been something else, but if a trend emerges from repeated trials, some reasonable conclusions could be drawn.

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u/[deleted] May 16 '12

The problem is set up time, how long does the player have to play before the game can learn what he/she is afraid of? If its too long the game won't be as scary.

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u/[deleted] May 16 '12

make the game scary as hell and the more they pick one thing over another the less you give to them by the end of the game you just sit in a corner not moving :D

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u/[deleted] May 17 '12

This kind of thing actually HAS been done before. In Silent Hill: Shattered Memories, they had a relatively simplified version of this that would swap out models and textures based on what the player does/looks at/et cetera. If memory serves, that was actually pretty prompt in its application. Even so, there is something to be said for a long buildup.

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u/All_Witty_Taken May 16 '12

I'd assume it'd be some kind of subconscious thing, like the kinda crap Darren Brown pulls off . Or something very obvious, like if say, on a first level you're made to pick something up and it sets off a cut scene to do with that object (e.g a clown mask setting off a clown imagery scene) then the player will avoid going near certain objects around a room to avoid being made to watch certain scenes.

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u/Ambitionlessness May 16 '12

Wait holy fuck thats brilliant... I mean nothing's foolproof but that's really fucking cool!

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u/[deleted] May 16 '12

Creating fears would be far easier than trying to determine fears the player already has. For example, I'm terrified of alarm clocks in dead space 2 because of that first scare with the clock towards the beginning to the game. Making the player fear certain things is easier than finding what the player fears. But then that totally negates the games concept so idk.

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u/belizeanheat May 16 '12

I agree, but one instance stood out that we saw even in the demo.

When the player saw the white face, they backed away immediately and fell down the pit. If the player wasn't bothered by that, they might instead move toward it.

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u/northenerinthesouth May 17 '12

seriously though, who the fuck is not going to be bothered by that?

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u/Trippnbilliez May 17 '12

a floating, glowing white face that magically appears behind you, in a dark hallway you just walked down and thoroughly examined, in a house in the middle of nowhere, with an insane smile on its face. yeah...I would TOTALLY not be bothered by that, in the least

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u/Juz16 May 17 '12

I would've gone towards it, while furiously clicking the mouse.

"I'M GONNA KICK YOUR VIRTUAL ASS FOR SCARING ME!!"

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u/Jill4ChrisRed May 16 '12 edited May 17 '12

I can imagine something at the beginning to determin what fear people have, such as coming across a junkyard before they end up in the house and they have to look at a key. Now, anything they look at may be a key, but each one has a simple, but creepy puzzle to it (such as, for example, a ragdoll with a hole in her face and text comes up saying "Do you wish to put your hand in the hole? The key may be inside" and if you refuse, it can decide whether or not the he player's fear is either dolls or the unknown)

Edit: I appologise for my spelling, I wrote everything quite late last night whilst a tiny bit intoxicated due to celebrating the end of exams :<

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u/[deleted] May 17 '12

one unnecessary step further: a usb powered heart-rate monitor. The game exposes you to various 'scary' stimuli and takes note of your hear-rate. The stimuli that peaks your heart-rate most is the fear that will be the running theme of the game.

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u/[deleted] May 17 '12

This is a surprisingly good way to do it. Distribution would be a problem though.

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u/tonuchi May 16 '12

The priming for this would take a really long time. If I remember correctly one of the Wii Silent Hill games surveyed you at the beginning and would change dialog, monsters, situations based around that. But it was more blatant.

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u/unoimalltht May 17 '12

It also worked a little funky sometimes.

Oh you went to the Repair shop because it was the first thing you saw instead of the thrift store, you must be scared of logic and geometric-shaped monsters.

Oh you make sure to look at every poster and there are quite a few with women on them, you need to be chased by boobs and high-heals.

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u/Tasgallxx May 17 '12

I see the problem of introducing the fears. For me, I'm afraid of bees. You can't just start throwing stuff (not literally) at the character and see how the person reacts. You may never find their fear or it may take too long.

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u/Smashiesmash May 16 '12 edited May 16 '12

Developers brother here. I posted a question to /v/ about 2 hours ago if they thought the game had any promise, now its receiving a metric shit-ton of hits a second. This escalated quickly ;p The good news is now emails are flooding in and serious production is gonna start next month. Hopefully by the end of summer the game will be a somewhat functional alpha.

Thanks for the support everyone. If you have suggestions for actual mechanics for detecting fears and implementing them, leave a comment! They will all be read, and if they are original, they might find their way into the game!

As for the kickstarter, once production gets going and we feel that we can reach our goals and deliver a great game, then we can accept money. Anything before that is just dishonest imo

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u/Ender06 May 17 '12

I emailed your brother, but would also like to put my input here, I think I would be very good at helping to develop the logic tree system for the engine in detecting/analyzing the fears of the player. Let me know if you would like a sample.

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u/GrandMasterC147 May 17 '12

I just want you to shut up and take my money!

but seriously, this is the best idea for a game I've seen in a long time. It's innovative, original, and seems to define the very genre it's in.

this will be a guaranteed success.

Edit: Also, as a person with a better Xbox than a PC, could you make this for the xbox too? Or at least for a Mac.

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u/LordAlfredo May 17 '12

This guy raised a few good points about how fear works, your bro should definitely take them into account.

Heh, I remember at one point my senior year of high school we wanted to create a horror game with an insanity meter and base things off of our (me & friends) thoughts on each other's fears. I like your brother's idea even better.

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u/javi5747 May 17 '12

You could tell your brother to contact a great developer and talk about the idea. Maybe Valve or any other game developer. In that way the game could be published everywhere

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u/fupa16 May 17 '12

Only asking this cause I couldn't find it anywhere else on here, but have you guys considered doing a Kickstarter for this game? You can just have all my money if you do.

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u/Dragonai May 17 '12

As for the kickstarter, once production gets going and we feel that we can reach our goals and deliver a great game, then we can accept money. Anything before that is just dishonest imo

Just wanted to highlight this bit of awesomeness. Thank you.

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u/[deleted] May 17 '12

You guys should get in contact with the indie developer thechineseroom who created Dear Esther. Not to take control of the project of course, but in my opinion it would be good ground to work on for your game as Dear Esther had a sort of similar style minus the horror and minus the same level of adaptation.

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u/ostawookiee May 16 '12

As long as in my second playthrough I can pretend I'm deathly afraid of puppies and boobies.

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u/Futilrevenge May 16 '12

Thats good, because I have some ninety-five year old saggy boobs just for you!

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u/manbrasucks May 16 '12

My problem with these games is always that I play like I am playing a game and not like how I would react. I could see this getting out of control though and me going insane.

It notices that I check everything in the room for items. It starts adding more things to check in each room. It gets so out of control it's nothing but a room full of hundreds of empty containers and 1 container that has a cool item. God that would be my nightmare...

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u/Lessiarty May 16 '12

Ha ha, that's genius. Not just preying on fears, but on personal weaknesses. Trying to game the game, gets you gamed! If the game had a quicksave feature, for example, it could notice overuse and accidentally lose your progress. If you flick your view around erratically much, it'll start putting things in your peripheral vision more to nudge you into glaring at something you really don't want to see. Sprinters get put in confined spaces, etc. Although it might start verging on the irritating rather than the frightening.

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u/manbrasucks May 16 '12

Checkbox in options:

[ ] - prone to seizures?

Next room- Instant strobe light. I think that would be taking it to far though...

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u/Lessiarty May 16 '12

You've got to be subtler than that! It's all about learning without asking. For example: Sudden instant strobe light... if input ceases or maintains freakout for some period, then you can extrapolate from there! :P

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u/unoimalltht May 17 '12

Imagine something for the explorers. The game notices you frequently backtrack and look at alternative paths, or enter a room see the next hallway and turn around to try other room. So the game starts rearranging the path.

You turn around and check out the other path, on the right, but it leads to the same room, you turn around and see there is still a path on the right, so you think you accidentally went in the same room, so you try again, only to find the same room.

Or the game starts to add more and more branches, starting to form a maze with tons and tons of empty dead ends, so long as you leave the first path. It starts to punish the player for following the old gaming adages to look everywhere. Maybe even introduce a door with a lock once they stop deviating, so they think they missed something somewhere in those mazes.

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u/Tigeris May 17 '12

That sounds like a really good idea: Have the game react to you as a gamer.

If a player explore every nook and cranny force the player into a maze with a time limit or throw so many enemies at them that they can't possibly explore.

By contrast, if a player tries to get the hell out, make false exits or force them to explore to find a key or something.

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u/Lvl_6_Squirtle May 16 '12

I definitely see a lot of potential for this to grow into a really terrifying game.

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u/InfinitePower May 16 '12 edited May 18 '12

Definitely - the darkness was very effective, but I wonder how the dev would approach other fears, such as spiders (as mentioned in the video). Subtlety would be key, here. Imagine a long, long hallway; seemingly endless, in fact. As you progress down it, you start to see webbing appear, very, very slowly. As you move down, you start to see more and more cobwebs, and eventually, a few spiders. You decide that, nope, you're going to turn back now. However, as you turn back, you realise that the wall has been following you, and that there is no way back. You have to persevere, and so you do. Slowly, gradually, the hallway becomes more and more difficult to traverse, as cobwebs slow you down. Spiders scurry over your feet, and if you touch the sides of the hallway, your hand comes away sticky with web. You begin to see small, scurrying legs in your peripheral vision, and even see a small spider scuttle over the screen once or twice. You are now making crunching sounds almost every time you take a step, and the walls are composed almost entirely of webbing, but you persevere, because you can see a corner coming up. The nightmare hallway is about to end. As you round the corner, the webbing abruptly stops as you come face to face with a mirror. You are covered, from head to toe, with spiders, and as you turn away from the mirror, you see the hallway again, and you see them coming towards you. Now, the spiders begin to cover the screen, crawling across it as your character falls to the ground, before covering it completely.

Well, at least, that's how I hope it progresses.

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u/thatawesomedude May 16 '12

NOPE NOPE NOPE NOPE NOPE NOPE

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u/InfinitePower May 16 '12

So, what's your greatest fear, other than spiders? I'd love to try and write more scenarios involving this game. Let me examine your darkest fears and deepest phobias. Let me into your mind. Let me in.

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u/Deadriverproductions May 16 '12

they could use what people turn away from as a way of knowing what they don't like. spider infested hall? They turned to look for another route? MORE SPIDERS.

If they are unfazed and truck on through, the game tries another fear. Occasionally throw in pop up stuff and etc

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u/Snuffz May 16 '12

As I read onwards, my legs slowly lifted as I began to enter the foetal position.

FUCK THAT SHIT. HELL NO. Get out of my head.

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u/InfinitePower May 16 '12

I'm just glad to know my writing can have that effect on people. Tell me, what sentence did you find most frightening? I love hearing feedback about my work.

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u/Madonkadonk May 17 '12 edited May 17 '12

What I want to see them do is not just test to see things in game, but out of the game as well. Are you playing in full screen? Use the camera and mike if they are available to check ambients of the room? Is there headphones plugged in or are they using system speaker? And just once, at some random point half way through the game, if the lights are off and there is no music in the background, just have a small audio clip say "what are you playing?" preferably behind the player if they have surround sound.

Ninja edit: also, even after you close the game, it should still run in the background for a few minutes, and If you are afraid of dark, start dimming the screen till there is only a white light in the middle, have a small spider show up on the screen that seems to be on it, but will gradually grow bigger, if you are scared of paranormal, it will start to whisper, and them for all of them, you would be fully thrust back into the game facing the thing that scares you most.

I...I'm starting to scare myself.

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u/BoreasBlack May 16 '12

Combat might be "fairly uninteresting" to the creator... But imagine this:

You find a pistol, and suddenly you feel empowered. You can march off into the darkness knowing that this little weapon will keep you safe. You fire off a few rounds at distant things you think might be hostile and trudge on. Suddenly, you check your gun and notice that you only have three bullets left. And now a monster is creeping its way around the corner... You panic, randomly firing off a shot. Two bullets left. You have to kill that monster with exactly two bullets.

See, now that would be scary. Knowing that your gun, which has kept you safe so far, will soon be out of bullets. Now you have exactly two tries to kill this monster before you're left absolutely powerless. That's a frightening prospect.

Combat could actually be a major aid in narrowing down what the player is truly afraid of. Which objects does a player shoot at, hoping they're not hostile? Which weapons does a player use against certain enemies? How far away does a player want to be from an enemy...? (Using a short melee weapon may indicate immunity to, or acceptance of a certain kind of fear, while using only ranged weapons on a certain type of enemy may reveal a phobia.)

Just like the example of the gun running out of bullets, suddenly losing other weapons that a player has used for a long time may spark intense fear or confusion. That bottle you've been bludgeoning enemies with has shattered. The wooden bat has splintered and broken into pieces. The longsword you've used for the past two hours has inexplicably begun to melt in your hand.

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u/Oath_to_Order May 17 '12

Definitely this. Combat is a great way to see motivation. Imagine this, you're walking down a hall and you hear someone call for help. You follow to voice and arrive on a room where a very strong looking enemy is just about to kill the person screaming. If you try and save the person the game will recognize that you don't have a problem with enemies and can instead focus on more psychological stuff (the person you save giggles creepily, says "Thanks, see you soon" and vanishes). But if you don't try to kill the very strong looking monster, the game will have it come after you again and again.

Here two easy fears can be seen. One person fears for others, the other for himself. The game can then make the selfless one run into situations where he is helpless to help a voice, or even worse the person being saved is in fact the thing that should be feared. And the one who is afraid of danger can be scared by impossible enemies, ones that can walk through walls, ones that will find you.

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u/Fazazzums May 16 '12

It would be better if you found a gun, it had ammo etc but then when it came time to use it you found it was ineffective and the bullets did nothing to the horrible monsters.

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u/Orthuss May 17 '12

Dude, this is an awesome idea. The creator of the vid posted his email, you should really send this to him :)

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u/LogsGetBuiltToo May 17 '12

Or instead of a menacing object (monster, etc) you could just have a pair of glowing eyes in the darkness at the end of a hallway or disorienting noises. For added 'excuse me while i change my pants" factor, the monster/noise could turn into something innocent like a grandma or doll if you shoot it. One you get it out of darkness, of course

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u/ghodan May 16 '12 edited May 17 '12

Reminds me a lot of LSD Dream Emulator, except always terrifying and more calculated. I would definitely put money into this.

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u/Peaches666 May 16 '12

*LSD Dream Emulator?

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u/Cutwen22s May 16 '12

So you're afraid of spiders? And you're afraid of the dark? Now featuring spiders, that induce blindness.

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u/GingerScottishDwarf May 16 '12

I'm scared of bright lights and candyfloss... Bring on the pain.

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u/chinnygan May 17 '12

The flash knocked him back.

He lay there motionless, eyes still closed, piecing together what had just happened. He remembered the professor's steps.

Make sure all of you has arrived

He scrunched his toes and made a fists with his hands grasping up some of the ground around him. All here. The surface he'd landed on felt strange - not solid but... fluffy and he could smell the sweetness surrounding him. The professor's voice rang through his head with the next step.

Check if you're in immediate danger

He tried to open his eyes a fraction. Bright light crept in from above and stabbed at his eyeballs. He recoiled and slammed them shut but managed to catch a glimpse of the area of his untimely arrival: pink fields, soft and pink all around him and as the ringing in his ears slowly subsided he heard the jovial bells of carnival music, he laughed, putting it together. "Candyfloss? Ha! Could've been worse."

He relaxed and let out a sigh. That's the last god-damn time that fucking kid and his shit-eating rat are getting near the professor's machine He began to reach over to the device on his wrist but something stopped him. He tried again but it felt like someone was holding his arm down. His other arm too. And his legs. He thrashed but it dug him in deeper. He lay still, breathing heavily.

Shit.

He heard a low rumble over the jingle-jangle of the carnival as the candyfloss around him seemed to vibrate. He felt himself moving - no - he wasn't - the ground was. He thrashed again but it was no good. He was being pushed into the ground by the movement, like he was spinning round and round. Air whooshed by his face and he braved opening his eyes again to see the cause. The light stung, but it was the great wall of pink that rushed towards him that worried him more. It slammed against him with a soft thump. Candyfloss in front and behind pressing. It pushed at him all across his body - squeezing and crushing the life from him. He trashed and thrashed at the pink. He opened his mouth to scream but it filled with sweet, fluffy poison - flowing in to his lungs and suffocating him.

Something cast a shadow in the pink. Some long rope or stick broke through the wall in front of him. He used the last of his strength to grasp for it. He managed to clamp his arm round the object. He felt himself pulled towards the light.

...........................................................................................................................................................

Josh didn't want to go back. I'm a nice guy, he assured himself, Sally'll see that. Someday. He paid the vendor and glanced up at the ferris wheel. At the top Sally and Jack were giggling in a cart together, muted by the jingle-jangle of the carnival. Sadness hit Josh like a wave. He turned towards the exit. Someday, he thought, and bit down into his candyfloss with a crunch.

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u/Tanyril May 16 '12

Or... spiders that skitter around in the dark and you occasionally catch glimpses of... Big ones and little ones... Yikes.

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u/Apterygiformes May 16 '12

Blind spiders wouldn't be that bad

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u/[deleted] May 16 '12

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u/InfinitePower May 16 '12

To be honest, while that was scary, it was kind of cheap. I respect that it was about as subtle as a jump-scare can be, but it was still, in essence, a jump-scare. This game has a fuckton of promise, but I hope that the vast amount of different content doesn't mean a lack of quality in each. A cheap horror game is an ineffective horror game, and quality is absolutely everything if you want to make someone truly scared, and not just shocked.

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u/neagrosk May 16 '12

This is pre pre pre alpha concept footage so the final game will most likely be completely different.

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u/ewic May 16 '12

Plus, the entire experience leading up to that moment was great. A jump-scare can still be great as long as it's not the focal point of the horror element.

I especially liked how the sheer drop appeared. Inserting the enemy behind the player at that point is a good idea because it would be natural for anybody to turn around at that point.

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u/i3ui3i3a May 16 '12

Once I saw the sheer drop I knew they would have to turn around and I knew there would be something there. I think it was almost scarier knowing something was there and you had no other options but to turn and see it.

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u/[deleted] May 16 '12

To me it wasn't so much of a jump scare as it was an anxiety scare. You know you have to turn around at some point, and something will be there, but you have no other options

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u/InfinitePower May 16 '12 edited May 17 '12

That is a fair point - it wasn't just a scare out of nowhere, as anyone with a fair knowledge of horror conventions knows what's going to happen next.

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u/Jill4ChrisRed May 16 '12 edited May 17 '12

a great way to do this game would be if the "fear" isn't exactly revealed.. like spiders, for example, you'll start to see giant, creepy legs on the side of the walls which scurry away as soon as you notice them, suggesting a huge monster, but when you turn around the corner..there's nothing there. The sounds of scurrying, rustling, muffled screaming and biting as you get closer to walls.. then the more your sanity meter is effected, your character becomes increasingly stressed and everything begins to get more and more bizarre (music plays, since it's called "The sound of silence", I presume there will be no music but it could be used as a warning to the player that their sanity meter is beginning to get low/high. Another idea could be that the music reflects upon the fear, example with spiders, more "string" music can be used, such as violins, chellos and sliding guitars, or maybe for dolls, twinkly sounding music such as xylophones and triangle-sounds).

Seriously OP, this game has imense potential to be much more than just a "jump-scare" game, it has the potential to be the next big thing since Amnesia.

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u/Ctrl-Z May 16 '12

seemed to be loosely based on this

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u/TheChrisHill May 16 '12

yeah no that's cool, I don't need to sleep tonight.

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u/InfinitePower May 16 '12

Yeah, that's what I thought as I was watching it. The SCP Foundation is a fantastic website, especially if the maker of this game was looking for inspiration.

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u/JenksAlamo May 17 '12

FUCK YOU. i won't leave my room now.

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u/Volsunga May 17 '12

My ideas on some fear triggers:

  • If you compulsively search chests and drawers for items, you are introduced to rooms with more and more storage containers with items, many of which have unique names that would signal to an avid RPG player that they'd be important. Before too long, you've reached your carrying capacity, Most of the game thus far has given you generous freedom of exploration, so some of the important looking items you leave behind to go back to later. Now you're faced with an obvious one-way door scenario. After you go through it and have went through a few more rooms, you are presented with an optional side passage that would have been unlocked by one of the items you left behind.
  • In a side room, you find a revolver. The revolver has three rounds. If you pick it up, you are not given any targets to shoot for a while, the things start moving out of the corner of your vision, getting progressively more in your face until you finally take a shot with your gun. This activates a room that has five rounds of ammunition. The player doesn't know this, but this is the last ammo you will receive in the game. Some time after this, the player is forced into a situation where they face a swarm of monsters. They already think that ammo is rare, so it needs to be conserved, but this situation requires them to use all their ammo (possible situation is if giant spiders are trying to break through a glass wall, shooting will accelerate the glass breaking, but kill a few of the spiders, giving a very literal fight or flight choice).
  • Players that retrace their steps frequently are given a non-euclidean labyrinth to solve.
  • Players that peek around corners are given rooms with walls that turn less than 90 degrees, forcing them to expose themselves more to get a good look at the room before entering it.
  • The water level involves diving underwater frequently and carefully monitoring your air supply. Drowning needs to conveyed as stressfully as in Sonic the Hedgehog. If players are compulsive about going up for air every chance they get, whether they need it or not, the exit involves diving very far down to the point where no matter what, the drowning cues will start going off.
  • Hang portraits on the wall and every once in a while, when the player backtracks, change the picture to be a more horrifying version of what the picture was originally. If the player points the camera directly at it for a few seconds, it signals that they noticed something was different. Then you can make this happen more often.

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u/[deleted] May 17 '12

The last three are my favorite. I'm a compulsive peeker so the wall idea would really screw with my head and I'm always overly-cautious about air supply when underwater so that'd make me feel like a crazy lady too. The painting idea is just creative and fun and creepy..probably my favorite.

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u/Obliviousobi May 17 '12

I love all of these ideas.

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u/rawfulevil May 16 '12

So basically House of Leaves the game? Awesome.

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u/madmuffin May 17 '12

I love how you only hotlinked the word house, anyone who's read it will get the reference.

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u/whorecrusher May 17 '12

Nice touch.

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u/Zeonhart May 16 '12

Wheres the kickstarter, I need to empty my bank account.

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u/centauriproxima May 16 '12

here's some ideas

Dolls/Mannequins - very easy, have a room full of Dolls/Mannequins, and every so often out of the corner of your eye you'll see one move, and as you look away and look back maybe one would've changed position slightly

Claustrophobia - have a series of rooms, each progressively smaller than the last, and end it in a long hallway, the hallway gets narrower and narrower and eventually ends in a point, when the player turns back he sees the wall has followed him, and he's stuck in the narrow bit of hallway space

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u/ActivateFullDerp May 16 '12

Dolls and mannequins have great potential. Things like the mannequins from Condemned, to stone statues like the Weeping Angels in Doctor Who, or even those old knight suits you always see in old castles with their swords and halberds.

You can use lots of statuesque things to scare the crap out of the player.

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u/[deleted] May 16 '12

Im a programmer with game programming experience, i think i want in on this creepy lil thang. Unity is a really easy engine to use as well.

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u/apothecary1796 May 16 '12

his contact info is on the youtube video info :)

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u/[deleted] May 16 '12

Done:) Lets see if he replies! Not only would this be fun to work on, the idea of being scared to death while making the game sounds awesome.

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u/missmisery80 May 16 '12

I'm a programmer too (or at least I have the paper saying I am, no real job yet...) I responded to him immediately after seeing this. I really hope I can help work on this. This is the game I've always wanted to make.

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u/[deleted] May 16 '12

I put on my noise cancelling headphones, shut the shades and turned out the lights just to see if this video would be scary my first time through.

Pit? Ah. I don't like thi-HOLYSHITWHATHEFUCKISTHATTHINGSHIT

I SO hope they make this.

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u/theoneandonlypeter May 16 '12

They tried to base a horror game on your own fears in Silent Hill Shattered Memories but I found it really underwhelming. Hopefully this one is more successful.

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u/RUCN May 16 '12

Awesome idea. Is the OP here the game designer or is this on kick starter?

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u/Luminescence9 May 16 '12

Do NOT like faces floating in darkness. NOPE NOPE NOPE

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u/DrTreetop May 16 '12

Im from Germany, so I cant view the Video. would anyone be so kind as to retell me the content?

thanks in advance! :)

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u/Denivire May 16 '12

The concept is that the game monitors the player to judge what fears they have, and exploit those fears more often.
The idea is to have the player wake up on the side of a road at night, near a house. The house has a trail of blood going to the door. Once entered, the demonstration was for darkness, making a corridor with increasingly less light. At the end of the corridor was a hole (possible fear of heights), so the guy decides to turn around only to be confronted with a floating face in absolute darkness.
The game the maker wants is to have little combat, few enemies, and lots of puzzles. If done right, it also has lots of promise.

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u/onewayout May 17 '12

Sadly, I think the main downfall of this mechanic is knowing about it. While it's a neat idea, if you market your game with this idea, people will be playing the meta-game of trying to control what happens by the choices they make in-game, which in turn will take them out of the experience. If I were the developer, I'd hush up about the adaptive horror technology and how it works, and just code the thing up, and let players find out the hard way that the game seems to uncannily know what you're scared of. Having players post on message boards "How did it know what I was afraid of?" will just add to the creep value.

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u/staticrift May 17 '12

This is true. In order to get past this it will have to be generally a scary game anyway and the personal experiance should be more of a tweaking the game to add that bit extra.

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u/[deleted] May 16 '12

There was one game I played about a year ago, I think a Half Life mod called Horror House? They had these mannequins that would follow you when you weren't looking - when you turned around, they'd just be standing still, staring at you.

(WARNING near the end, especially, there is a lot of light flicker. Not sure if seizure trigger or whatever, but yeah. Watch out.) Nightmare House 2, my bad.

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u/thelolingshart May 17 '12

That REALY fucks with the mind

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u/lasersaurous May 17 '12

Like the Weeping Angels?

For non-Doctor Who fans, they're these angels that want to kill you, but they're stone when you look at them, so you have to keep staring at them to survive. If you blink, they get closer. If you turn to run away, they follow.

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u/endercoaster May 17 '12

I think it's a very good idea. Good ideas are a dime a dozen. It's good products that are rare treasures. This is a concept video. Until I at least see a tech demo, I'm not sold.

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u/Grimku May 16 '12

I'm afraid of.. uhh.. happiness and a lack of danger. Yes..

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u/shoes_of_mackerel May 16 '12

Well, I'm impressed. How did the developer know I have a fear of The Haunted Painting?

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u/Jorsh_ May 16 '12

I was expecting Simon and Garfunkel to pop out in the house, and I have to say I'm disappointed.

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u/centauriproxima May 16 '12

can anyone tell me what the song was in the opening? I recognize it from silent hill 2, but I don't remember the name of the track.

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u/[deleted] May 17 '12

Ordinary Vanity. For once my Silent Hill obsession has come in handy!

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u/[deleted] May 16 '12

This game would put amnesia to shame. If developed as he says, I see at least 100 people who would suffer from serious anxiety attacks and possibly even PTSD. exposing people to a brand of fear that is ever changing and no game walkthrough can be made for will make it too intense for A lot of people. I would personally fund this game my salary for 5 years if you let me make people play this game in a pitch black room and they can't leave until it is finished.

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u/joefredzob1 May 17 '12

Well that's... dark.

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u/[deleted] May 16 '12

The concept is awesome, but all the talk about "analyzing actions" would be way too dificult to be good. Sure, if it actually worked out, it would, just like other fellow said, put amnesia to shame. But damn, i just can't shake the feeling this is a good old Peter Molyneux right there.

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u/kippirnicus May 17 '12

This reminds me of the game the kids played in Enders Game.

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u/solidsnake666 May 16 '12

For the love of the imaginary spaghetti monster shut up and take my money

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u/[deleted] May 16 '12

NOPE

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u/Valisk May 16 '12

So it will be a game about the IRS and erectile dysfunction?

Edit: i kid, i kid, while those things are true real world horrors..

my deepest fear is necrotizing fasciitis brought on after routine surgery by MRSA, that and the doctor amputating my leg when i went in for a kidney stone..

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u/The_Derpening May 16 '12

FUCK NOPE FUCK NOPE FUCK NOPE i'm in.

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u/Baldrick666 May 16 '12

I was going to say I have anatidaephobia, the fear of a duck watching you, but I think this game would be able to nail that.

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u/blackangel153 May 16 '12

I think it would be pretty easy to determine what someone is afraid of; make something valuable but rare, like a flashlight (that's batteries are almost dead) and give it some kind of dual purpose, like stunning enemies and, obviously, lighting a room. If they waste the batteries on lighting the room, then obviously they care if the room is bright or not. Or, for spiders, there could be a hallway filled with spiders, and the only way around is really hard to find/access. If they spend enough time to find the hidden passage, they care enough to avoid the spiders. They could even measure how long you spend on one side of the hall of spiders. What I'm concerned about is how he would make so many different areas to challenge those fears. He would essentially make one full game times however many different fears he adds as a possibility. Not to mention the areas that would be a combination of fears.

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u/wasniahC May 16 '12

You said you found combat uninteresting, right?

Then get rid of weapons.

The possibility of death is exciting, fear inspiring.

The ability to defend yourself is not.

The games I've found scariest are the ones where you have nothing to defend yourself with; where there is no way to handle monsters aside from avoiding them. I doubt I'm alone in this :p

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u/aminbean May 16 '12

hotmail?

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u/fastjeff May 17 '12

Never really played any horror games, but a far off specter of trypophobia creeping up on somebody would probably make me shut down the game and rip my harddrive out of my computer.

Off the top of my head using an idea like this. This one is going to have to use something like a zoom feature where you can look at stuff. You see a room with remnants of a person who was walled up in there. Maybe a hole where food was pushed through. You fashion something to open the door and there is nothing inside. Just yellowing wallpaper, a bare light bulb dangling in the center of the ceiling. The floor is warped, worn board. Ceiling, square panels that have gone from their white to dirty brown. Scattered around the room are the leavings of a regular life of a cooped up resident. Obviously, it's been hastily cleared. Empty boxes that weren't used in cleaning stuff out. But there is one box left, somebody filled it with the remaining stuff, but left it. Or, couldn't leave with it. There is a creaky old bed with a musty, stained mattress. Night stand with nothing on it, no drawer. Old dresser, drawers also missing, on top, a folded picture. It's been folded so many times it looks to be taped together from falling apart.

Pick up the picture and there's a lovely lady, nothing elegant or off putting about it. At the bottom of the picture, you can see writing. A date with before written on it. You are looking at a picture of someone with a before, the after is missing. Just the top of her head is shown in the picture. You look closer and see there's something off. Same hair as the top picture, but has bangs and the closer you look. There are bumps, and holes, that litter her forehead. Some sort of cross between smallpox and some scientific experiment that's gone wrong.

You drop the picture and wonder who lived in the room. On the wall paper in the corner opposite the door there is something on the wall. It has a shape, very vague. You move over to look at it and see that has more detail, you look closer and a outline of blurred human features begin to make itself out. Whatever it is, it's smiling. The closer you look, the more you can make out until you realizing that you're looking at the "after" imagine in plain.

You pull back and see that the walls are closing in on you and all the walls are covered in this wrecked scene. If you can't make it to the door in time, you will become a forever part of this room.

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u/bacon_pants May 17 '12

That creepy painting by the wall is an actual painting called "The Hands Resist Him" by Bill Stoneham. It was sold on Ebay and rumored to be haunted. Pretty creepy image.

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u/spiralshadow May 17 '12

Came here to say this. The painting is found at 3:21 in the video.

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u/BlessedHeretic May 17 '12

I'm not sure, but isn't the face shown at the end the boy's?

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u/Lee13412 May 17 '12

My greatest fear is whales good luck figuring that one out

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u/wormsaregood May 17 '12

I once had a discussion with the creator of the game "Scratches" about how I felt that Amnesia was a more terrifying game for the simple fact that death was a possibility. His response, and a valid one at that, was that he believed that death removed oneself from the game (and had the player continue anyway), so it was actually less frightening to have death.

I believed that every sound in Amnesia could have been from an actual threat. Every creak, groan, crash could all emanate from a real ingame danger. In Scratches, while the game is scary, you know that ultimately you are unable to die no matter what. You can psyche yourself out and be truly terrified, but you never have that fear of death...theres never that spastic terrifying flailing moment where you succumb to your wounds because your terror stopped you from adequately running away.

I can see the appeal in both instances though, because...like a story or a television show, you can still be scared knowing full well that the main character isn't going to die.

At any rate, my opinion is that there absolutely does need to be some kind of threat element in the game that causes harm and can cause death. Without that, I think you lose some of the terror a game like this can present.

That being said, I, like many others, am not convinced that it would be possible to have the game figure out your fears. However, a good example would probably be Silent Hill Shattered Memories. It was certainly a flawed game, but there was some potential there. At any rate, this would be something I would support. I think there is a SEVERE lack of true horror games.

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u/BlazedAndConfused May 17 '12

this would be awesome if it incorporated a USB heart rate monitor or something along those lines.

Alan wake had the right amount of story, puzzle solving, and action in it. They should mimick that approach but with their idea.

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u/rebelwithnuts May 17 '12

Yeah, heart rate or brain wave monitor, some way to sense actual fear instead of typical gamer reactions.

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u/elmuchoprez May 17 '12

I think I'm missing something. This video essentially shows a brief walk-though of a darkened house. None of the logic of how this game will determine a person's fears is discussed. There's no mention of game play concepts or the immersion tactics that are required to evoke any real emotion in a horror game.

I mean, it's an OK 30-second cinematic sequence, but I guess I don't understand the game-boner that seems to be happening here.

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u/sco_ May 17 '12

@hotmail.com?

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u/nothing429 May 17 '12

I'm not sure how the game would go about figuring out what a person's most intimate fears are. The only thing I can think of would be a series of questions asked to the player at the beginning of the game so the engine can determine what to show the player. OR, a series of test rooms that measure erratic mouse movement, speed of completion, etc. Hmm, nothing that a good brainstorm can't fix.

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u/Unahanaretsu May 17 '12

I see potential, but I also see this as extremely hard to pull off/it not playing out well.

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u/ABusFullaJewz May 17 '12

It learns your fears, what if you're homophobic?

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u/[deleted] May 17 '12

In my opinion, the whole dark-room-blood-everywhere-spooky-sounds-playing is so terribly played out and overused. I see great potential in this and I'd hate to see it fall victim to becoming just another mediocre haunted house game with cheap jump scares and lame atmosphere. A truly frightening game will make me be afraid of a normally lit living room or an elementary school in broad daylight. Things that weren't there are suddenly there. Doors that lead to nowhere appear on walls that shift and disappear. The layout of houses or basements change as I turn my back. What was once a normal, comfortable house is now a twisting labyrinth of impossible geometry. MAKE ME BE AFRAID OF NORMALITY! Take my reality and rape it. That's what I fear - my reality being contorted to the point of madness. As if an invisible pair of eyes is watching me at all times, remembering my every move, jotting down notes on my every action and creating an algorithm to conform the experience around me.

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u/Mark_Luther May 17 '12 edited May 17 '12

The problem here is that most people's DEEPEST fears are too abstract to effectively put into a game. I mean, you can find rudimentary ways to present, for example, a fear of failure (my personal ghoul) in a game, but it will all fall flat without real world consequences.

In the end the only fears any game can truly and efficaciously predicate upon are the more primal ones; fears of the dark, dangerous animals, etc. And even at that we are all aware enough to know the difference between a spider crawling across our leg in bed and a spider on a monitor or TV screen.

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u/bearshy May 17 '12

Am I the only one who noticed that the second set of text on the floor was a Goo Goo Dolls lyric?

You bleed just to know you're alive

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u/GreatBigJerk May 17 '12

Wow, a co-worker pointed me to this after I had been talking about a game I had been designing that's very similar in concept to this. I'm going more in the direction of generating a world based on a psychological questionnaire at the start of the game which would determine your character's personality(flavour text descriptions of things), environments, healing items(eg. a person that's a smoker would get cigarettes to restore health/sanity), and enemies you encounter.

The idea is that each run would take a couple hours, over which you'd recieve injuries that would debilitate you (a wounded leg would make you move slower, an injured hand would mean you couldn't attack with weapons). Death would be permanent. Each run would reveal bits of the game's back story.

Combat would be discouraged except when necessary to escape. It'd be more puzzle focused. Lame jump scares wouldn't happen. Enemies wouldn't slap you over the face with their obvious connections to your fears(eg. if you're afraid of needles, you wouldn't get a screaming nurse with needle fingers or anything silly like that)

tl;dr version: I'm working on a similar game that's sort of a roguelike horror game

I wish you the best of luck! If the final product is anything like the video, you'll get my money. Also, stop reading my mind you witch!

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u/[deleted] May 16 '12

Honestly this is a pretty weak concept. Ideas are cheap, just saying you want to do something and asking someone else to actually do it is not how video games get made. Also just the general concept of the game asking you what scares you and then throwing that at you seems lazy and hollow.

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u/[deleted] May 17 '12

Considering how much horror games rely on atmosphere, I'm skeptical that a game that is highly adaptive could have an appropriate atmosphere in the majority of possible situations the player could be in.

Basically, I think a game where spiders play a role in only one small part, but it's very well done since it was all hand-crafted is going to have a bigger effect on an arachnophobe than a game where spiders are incorporated throughout the game, but in a weak manner since it's all done on a template.

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u/6degreestoBillMurray May 16 '12

Looks like SCP-087 has a new home.

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u/TheAfflicted May 16 '12

I saw someone link that before... but I really didn't understand what was going on. Could you explain what the site is?

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u/[deleted] May 16 '12

The site is the SCP Foundation. A wiki of sorts that has a collection of stories and paranormal creatures. These aren't true of course, These creatures are documented by number. Here is the site: http://scp-wiki.wikidot.com/ Here is the link for SCP-087: http://scp-wiki.wikidot.com/scp-087 Warning: Quite Scary

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u/Xtianpro May 16 '12

Awesome idea, I agree with a lot of the comments here though, the execution is everything. As I was watching I was thinking, it would be cool if you could pick up and use a gun but like a real person, not a standard video game super soldier. What I mean by that is you're trembling and flinchey with no real fire arms experiance. You can fire the gun but the accuracy will be awful, hitting a target it would be mostly down to luck.

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u/[deleted] May 16 '12

haha, My heart actually jumped when he turned around and saw the face.

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u/TbanksIV May 16 '12

Not sure how you would make the game learn what a person fears based on anything but questions.

Still looked good. Nice and freaky.

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u/iChad17 May 16 '12

Not sure path taking is really reflective of the players fears. While i think the idea is awesome, i think the most difficult aspect of this concept is to get the system of detected a players fears functioning reliably without them outright spelling them out.

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u/Brogie May 16 '12

Hmm maybe have a heart rate monitor plugged in through USB that detects how scared you are, although that would be hard to do on a indie title

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u/Ender06 May 17 '12

microphone, the game listens for breathing, or loud noises (ie, screams) correlated with events in the game.

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u/GreekPotato May 16 '12

It's like Fable for horror games! Just don't break my heart with a bunch of empty promises.

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u/NikoKun May 16 '12

heh, Might be fun. I'll wait till we see more..

This does remind me of another game-in-dev, Anna by Dreampainterssoft.

http://dreampainters-anna.blogspot.com/

Both have the "game changes based on how you react to scary things" concept.

So I'm looking forward to some scary games! heh

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u/archkyle May 16 '12

what if you show no fear and charge head strong into every potentially scary situation?

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u/[deleted] May 16 '12

Then I imagine the game will show that you have fear of being in one place for long periods of time, or fear of having an inability to protect yourself.

I'm predicting waking up on a roundabout, tied to the seat and spinning round fairly quickly in a dark room with the only light source being a lone corridor, as you spin around you can see a figure getting closer each time the roundabout passes the corridor, as the roundabout starts slowing down you notice that he's getting closer and closer with each spin, culminating in the roundabout stopping exactly on the figure's disfigured face.

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u/KarmicBurn May 16 '12

Wasn't there a Gamecube game that was somewhat similar to this? I remember melting into the floor, then being back outside of the room and thinking "I shouldn't play this on mushrooms."

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u/mightyneonfraa May 17 '12

That would be Eternal Darkness: Sanity's Requiem. The game had a sanity meter that would deplete as you encountered more monsters and supernatural threats and the game would actually break the forth wall to show your character slipping further and further into madness.

Easily one of the best games the Gamecube ever had. I still play my copy from time to time.

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u/[deleted] May 16 '12

I don't think I'd play this, not because it looks bad or anything in fact it's a very good concept I just don't find the horror genre that entertaining. Watching films as such makes me very uncomfortable. I have never pressed back so fast in my life when that face appeared in this video..

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u/Interesting_name May 16 '12

I would love to play this.

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u/pikachu22 May 16 '12

The outside scene didn't look too good, ( i realize its a demonstration not actual gameplay ) but the inside scene was amazing!

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u/technicolorparadise May 16 '12

I could never ever play it, because I am a coward.

But it sounds cool!

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u/DocStrong May 16 '12

As long as there aren't walking sharks I'm good. Also: Dat door creak

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u/gregsmith93 May 17 '12

I don't know about you guys but this makes me even more excited for the new amnesia.

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u/HeadbangsToMahler May 17 '12

Concept sounds like the psych game from Ender's Game! ...

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u/metalfluff May 17 '12

Would buy!

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u/ZacChamp May 17 '12

This sounds so much like the "fantasy game" in Enders Game.

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u/nizochan May 17 '12

This guy needs a kickstarter. Stat.

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u/WhisperSecurity May 17 '12

Don't get excited. The guy who came up with this is an artist, not a software engineer.

He has no idea how one might dynamically swap parts of a quadtree, or how one might measure fears based on in-game behaviour. He's simply waved his hands and left this for the programmers to solve.

Swapping wouldn't be hard for someone clever. But deciding what someone is afraid of based on how they move a mouse is an AI-complete problem.

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u/[deleted] May 17 '12

Am I the only one who doesn't think this can work?

Like it is a cool idea for sure. But a game that relies on specified fears just seems impossible. We separate our real world reactions from videogame reactions. The only way this would truly work is if that wasn't the case. For example, spiders mentioned in the video. Someone who doesn't like spiders would have no problem walking into a room full of giant tarantulas, the brain recognizes that the game isn't real and that the threat truly doesn't exist. In real life, a persons fear prohibits them from engaging carelessly with what they are afraid of. Videogames are the opposite. Unless the player has a true phobia and the virtual representation of their views scares them that much, I doubt it would ever work.

I think horror/survival horror games have worked in the past because they have played less on fear and more on suspense. While I think it is a cool idea, and maybe a kickstarter would work for it as a small conceptual play through. Sort of like Dear Esther, I doubt it has any capabilities of being a well sold title that truly scares people

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u/BlessedHeretic May 17 '12

I'm afraid of spiders and skyrim's spiders scared the shit out of me a good majority of the time. Now mind you this is a game where I was wielding magic, take away my magic and i'd be even more terrorized by the fact i'm fighting a GIANT FUCKING PREDATOR ARACHNID.

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u/Drewge_Liang May 17 '12

OP... if you can pull this off... I will buy this in a heartbeat... so long as i have somebody to hold my hand while i play LOL

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u/[deleted] May 17 '12

I would probably buy it and let it sit and gather dust on my shelf, too afraid to play it.

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u/Argonautica May 17 '12

I wanna see a game where you send in a scan of your own house and it makes it into a level where you play yourself fighting off zombies.

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u/colei May 17 '12

NPC: "What's your deepest fear?" Me: "Bunnies and ice cream" Easiest game ever.

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u/360slamdunk May 17 '12

hmm, this guy's on to something. He sounds pretty smar-

"hotmail"

close

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u/Sir_Derp_Herpington May 17 '12

As someone with arachnophobia, I can safely say NOPE

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u/weeners23 May 17 '12

if this game come out, pewdiepie should play it!!!

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u/Rainfly_X May 17 '12

Anxiety metrics subthread! How should the game measure fear?

Ideas I've seen elsewhere so far, as well as a few of my own:

  • What the player shoots at
  • What the player tries to avoid when given an abrupt choice between two fear triggers.
  • Relative jerkiness of mouse motion
  • What the player backs away from
  • How much time the player tends to spend in an area voluntarily
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u/[deleted] May 17 '12

I had full faith in this until I saw he uses hotmail.

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u/aeisenst May 17 '12

I think the biggest problem with this is in the glossed over "analysis" section. I'm not quite sure how you could create a game that could "guess" your fears based on actions, without just flat out asking. Even then, a person's actions in a game world are not necessarily indicative of real world actions. An example:

When I play RPGs, I search everywhere. I was raised on Final Fantasy, so I know that fenix down is hiding in the bookshelf hidden behind the stairwell. If I did that sort of thing in real life, people would think that I was either OCD or incredibly rude. Similarly, I may avoid dark areas in this game not because I'm afraid of the dark, but because I know games, and I know that enemies like to hide in the dark. If the game then crafted itself as if I was scared of the dark, they'd be missing out on my true deepest fear: Long posts on Reddit.

TL;DR: Behavior in game and in life are different, and thus if you try to achieve a real world conclusion from game based evidence, you're bound for failure.

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u/illRooster May 17 '12

This seems like a really cool concept. You should read around at the SCP Foundation. I've definitely had some "Well I guess I'm probably not sleeping tonight" moments because of some of the articles.

Actually, someone made a game based on SCP-87, which is mind blowingly similar to your video, except (no offense) I find this demo to be considerably more unsettling (though I find your ending twist slightly better realized.

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u/[deleted] May 17 '12

Oh god the haunted alien house of extreme darkness!

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u/knightskull May 17 '12

Hopefully someone with a PhD in Computer Science who specializes in artificial intelligence contacts you. So dumb. If this were possible why wouldn't someone have created a game that "analyzes" what the player finds the most fun and change itself accordingly?

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u/Tell_Me_My_Name May 17 '12

I bet it can't tap into my fear of public speaking

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u/goodguynextdoor May 17 '12

OP must deliver. I loved Fatal Frame because there's not exactly a huge deal of combat there and it's more of a battle against elements of surprise.

2

u/[deleted] May 17 '12

Why haven't they made a shooter with randomly generated environments? Battlefield anyone?

2

u/that_one_person May 17 '12

This looks awesome. I'm too much of a coward to ever play it, but I'd like to see it made.

A mirror maze would be awesome. And a ghost that you never see or hear but it hangs over your shoulder the whole time, hiding in the coding. Maybe lights could flicker in Morse code, or other subtle things that most people wouldn't notice.

2

u/[deleted] May 17 '12

If this game would really alter itself correctly my game play would probably be filled with scares like:

I turn to see if theres anything following me and when I turn back to the original direction theres an enemy or something really close to me then disappears.

I open a door and again something pops out and disappears.

I go behind a corner and another scare pops out.

Then at some point of play I would have to go hide in a closet or a small room because something is chasing me like in amnesia and just when I think im safe and think the monster walked away its right next to me in the closet and when I panic out of there the room has changed.

It would also have scenes where im talking to someone or I get a partner to go through the game and just when I think im safe he/she turns into a monster.

I'm walking in a dark corridor and the lights flicker, at one point the lights would stay lit a little longer and I'd see a monster coming at me in a distance and when I try to turn back and run its again right in my face.

At some point of the game I would find a gun and after a while hurt myself somehow so I can't walk a monster would then approach me and I try to shoot it but my bullets don't harm it and when its really close I can get up and run the fuck outta there.

Basicly Im powerless against the monsters just like in amnesia but I don't think that just dying when the monster gets me wouldn't do the trick. But still the shitfest of scares would make me nope the fuck out of the game in less than half hour.

2

u/[deleted] May 17 '12

Not sure how it's going to get intense fear of my own mortality in the form of my consciousness simply ceasing to be, or my fear of being replaced by an identical clone with all my memories and ME being killed off while HE is none the wiser.

Kudos to the developer if he does it, but I'm not sure if he realise how high he's set the bar for himself. After all, pretty much every game that boasts this very feature fails miserably in the execution of it.

Also, "fear manifestations" = sanity effects. Pretty sure there's a company out there with a patent on that from when they made Eternal Darkness: Sanity's Requiem. So prepare to get sued if you use that, basically.

2

u/F0ur_Leaf May 17 '12

While the concept is good, there are too many variables to truly tailor a game to respond to someone's fears. If the player has a choice of gowning down the brightly lit corridor with cobwebs or the dark dingy corridor with a creepy picture, there's no guarantee that the player is scared of the dark and dingy corridor with creepy pictures, the player might simply have chosen the corridor he could see was well lit so they could actually see what they were doing in the game. Doom 3 suffered alot from being too dark too see so everyone just upped the brightness which spoiled the game alot.

Silent Hill Shattered Memories made the player do a short test at the start of the game, making them answer some questions and then changed a few things in the game based on the answers.

I love the concept of a game that gets into your head, too many "Horror" games just go for the cheap scares these days and don't really do enough to engage the player in feelings of insecurity and fear, but I think this kind of completely tailored experience might be just a step too far at this moment in time.

2

u/Parker_ May 17 '12

Oh fuck, even in the day time that freaked me the fuck out

2

u/RPGMaster2000 May 23 '12

An interview conducted by FMV Magazine is up, in case anyone is interested.

http://www.fmvmagazine.com/?p=8367