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Jack Eastoe. 1100571 How is horror designed into video games? Jack Eastoe. 1100571. Extended essay. BA Games art and design

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Creating horror video games is difficult because not everybody has a fear of everything like the dark, fog or even monsters. So a designer has to figure out how to connect various different design elements together to scare the player. It’s not as simple as having unsaturated environments or some creepy sound effects, it’s about making the environments feel real and immersing the player into the game.This research report explores the ways in which different design elements are used to create a horror video game. The report focuses on the idea of using visual design, psychological and sound methods to exploit fear into the player. It looks at the various areas of horror such as the origins and definition of horror and design elements used in horror video games.In order to look at these design elements more closely the report includes 2 analytical game studies; Amnesia: The Dark Descent and Silent Hill 2, both of which have gained recognition for being two of the best and scariest horror video games to date.Both analysis go in depth and explores the design methods used and how they affect the player. After exploring the elements used a comparison is made to extract similarities and differences between both games. Having written up an analytical study on both games and comparing the two, the report concludes the topic of how horror is designed into video games.

TRANSCRIPT

  • Jack Eastoe. 1100571

    How is horror designed into video games?

    Jack Eastoe. 1100571. Extended essay. BA Games art and design

  • Jack Eastoe. 1100571

    Abstract

    Creating horror video games is difficult because not everybody has a fear of everything like the dark,

    fog or even monsters. So a designer has to figure out how to connect various different design

    elements together to scare the player. Its not as simple as having unsaturated environments or

    some creepy sound effects, its about making the environments feel real and immersing the player

    into the game.

    This research report explores the ways in which different design elements are used to create a

    horror video game. The report focuses on the idea of using visual design, psychological and sound

    methods to exploit fear into the player. It looks at the various areas of horror such as the origins and

    definition of horror and design elements used in horror video games.

    In order to look at these design elements more closely the report includes 2 analytical game studies;

    Amnesia: The Dark Descent and Silent Hill 2, both of which have gained recognition for being two of

    the best and scariest horror video games to date.

    Both analysis go in depth and explores the design methods used and how they affect the player.

    After exploring the elements used a comparison is made to extract similarities and differences

    between both games. Having written up an analytical study on both games and comparing the two,

    the report concludes the topic of how horror is designed into video games.

  • Jack Eastoe. 1100571

    Contents

    i) Table of illustrations...1

    Introduction........2

    1) The origins and definition of horror.....2

    2) What elements are used: Design methods used within horror games........4

    3) Game 1 Analysis: studying and evaluating the design of Amnesia: The Dark Descent..8

    4) Game 2 Analysis: studying and evaluating the design of Silent Hill 2.......11

    5) Comparison: A look into the differences and design elements used ......15

    6) Conclusion.......................................................................16

    Bibliography .....17

    Blog: http://www.jackeastoe.blogspot.co.uk

  • Jack Eastoe. 1100571 pg. 1

    Table of illustrations

    Figure 1.1

    F.E.A.R 2: Project Origin screenshot. Available from: Page 8

    http://www.machinered.com/2013/02/f-e-a-r-2-project-origin-review/

    (Accessed 17/11/2013)

    Figure 1.2

    Sharon Tate murder with blood written message. Available from: Page 8

    http://theghostdiaries.com/hollywoods-most-haunted-and-cursed-movie-sets-pt-1/

    Figure 1.3

    Dead Space 3 concept. Available from: Page 9

    http://gamingda.wordpress.com/2013/02/11/dead-space-3/

    (Accessed 17/11/2013)

    Figure 1.4 Page 13

    Monster from Amnesia: The Dark Descent. Available from:

    http://omgwhatthemuffins.blogspot.co.uk/2012/10/i-have-amnesia.html

    (Accessed 22/01/2014)

    Figure 1.5 Page 13

    Francis Bacon, Portrait of Michel Leiris, 1976, Oil on Canvas. Available from:

    http://jacketmagazine.com/31/hugill-bergvall.html

    (Accessed 22/01/2014)

    Figure 1.6 Page 15

    James in Silent Hill surrounded by fog. Available from:

    http://silenthill.wikia.com/wiki/Silent_Hill_2

    (Accessed 29/01/2014)

    Figure 1.7 Page 16

    Hans Bellmer and Silent Hill 2 Mannequin inspiration. Available from:

    http://i1018.photobucket.com/albums/af305/thefutureashlynnblack/Right%20Leg%20--

    %20Silent%20Hill/Hans_Bellmer.png

    (Accessed 29/01/2014)

  • Jack Eastoe. 1100571 pg. 2

    Introduction

    This report will be looking at how horror is designed into video games when traditionally the genre

    has been commonly consumed through the forms of movies and books. Video games though, have

    something special that you wouldnt normally get from a book or a movie, interaction through

    gameplay, Other media, especially in the horror genre, have to try really hard to accomplish this

    (Thomas, Frictional Games, 2012). This interaction involves the player to feel as they are there

    when the horror happens (Thomas, Frictional Games, 2012). The report will look closer into the

    technical methods employed as well as the visual design elements used. It will then explore the

    origins as well as a definition of 'horror' before building a clear definition of the genre. The report

    will then analyse two popular video games, both of which illustrate the horror genre, and aim to

    draw comparisons between the two with regards to horror based technical methods and design

    elements. The report will demonstrate, via comparisons and analytical studies, whether the games

    use similar or dissimilar techniques. It will then finish with a conclusion on how horror is designed

    into video games.

    Chapter 1 Origins of horror

    The origins of horror can be found as far back as in the 19th century with Mary Shelleys Frankenstein

    (1818) and Bram Stokers Dracula (1897). Both of these novels are famous icons that most people

    recognise as the face of horror fiction. These novels have been used and adapted for various media

    such as films, books and even video games such as Mary Shelleys Frankenstein (Bits Corporation

    Limited, Sony 1994). Other influential and important authors are those such as H.P Lovecraft, Edger

    Allen Poe and Stephen King, all of which have been an inspiration for many video games. The earliest

    horror video game is Haunted House (Midway, 1972). Although not much of a video game at the

    time it was still based around the horror genre and is possibly the start to horror video games. The

    next major instalment was Alone in the Dark (Infogrames, 1992). The game is often referred to as

    the 'first' of its genre (Stephanie Perry, 2009) and is based on the work of H.P Lovecraft. The origins

    of horror are split up into many centuries and years of novels, plays, video games, films and short

    stories. These origins and pieces of history have connections with some of the most influential

    authors such as King and Lovecraft. Through technology advancing in graphics, sound and engines,

    video games have become more popular. Eventually we start to see a common theme in many of the

    horror video games that we see today, so much so that Frictional Games named their game engine

    HPL in homage to H.P Lovecraft. Over the years there has been a lot of media based around horror,

    but in truth horror has been adapted in many ways including video games designing various ways of

    deploying horror into the environment. This being said then, what is the definition of horror? Horror

    can be found in many games, books and films but all are different to one another. Some people may

    see horror in a different way to others and therefore the definition will alter. Video games have an

    interactive quality that films or books dont share, this in itself can determine what you make of the

    definition.

    The definition of horror according to the Oxford dictionary is an intense feeling of fear, shock, or

    disgust (Oxford Dictionary). The key part of this definition is feeling of fear, a common association

    with horror video games. Many have created their own definition of horror such as Dominic

    Strinatis take on it as a genre that represents the need for suppression if the horror shown is

    interpreted as expressing uncomfortable and disturbing desires which need to be contained

  • Jack Eastoe. 1100571 pg. 3

    (Prohszkov, 2012), so suppression is the key to pushing back the uncomfortable and disturbing

    psychological aspects of individual psyches. This defines what we try to hold back from our

    imaginations and as a definition is a great way to explain horror. Another definition can be seen

    from David Laudenslager It directly taps into our fears, pushes us to our limits. Everyone can identify

    with the chills down our spine we get when we imagine what could be lurking in the dark. Horror

    uses that and explores what is in those dark places. (David Laudenslager, 2012). An interesting

    point made by Laudenslager is about what is in those dark places; this relates back to interactivity

    and the fear of the unknown within a horror video game. It also refers back to the Lovecraftian

    method seen in video games by leaving it up to the imagination of the player to what is out there.

    To define horror as one thing cant really be done because just like horror in video games there are

    various elements that make horror what it is. Horror as a genre is a way of creatively and

    psychologically conveying emotions of fear and terror into the viewer. Whether this is through a film

    or a video game, horror is what controls the atmosphere that the person is immersed in. The feeling

    of fear that people get from horror and pushing their imaginations to the back of their mind is what

    horror is about. Suppressing the images that we dont want to think of let alone see. This really in

    itself is the terrifying and yet exciting part of horror.

  • Jack Eastoe. 1100571 pg. 4

    Chapter 2 Design elements used within horror video games

    Horror video games use various design elements to try and scare the player, these are demonstrated

    through technical methods and gameplay and some can be found through psychological elements.

    Fox example in Amnesia (Frictional Games, 2011) the sound of footsteps can be heard behind the

    player. This design may make the player develop a nervous anticipation and may hear the footsteps

    behind them even when there isnt an audio cue present. Other design elements can also be found

    in Amnesia through players not being able to fight back against threats. The idea of not being able to

    fight back and only running away is a terrifying experience. This design element wasnt an accident

    on Frictional Games part as they designed it this way. They wanted the player to have very limited

    interaction with the world and not able to fight back against the monsters. This method can be

    examined through the psychological reaction of Fight or Flight. First discovered by Walter Cannon,

    the body will prepare to either fight the threat or flee from it. It is also noted that this can happen

    even if the threat is imaginary. (McKettrick, Gamasutra, 2013). Amnesia uses audio cues to create

    the adrenaline rush in players associated with fight or flight and therefore deliberately designing in

    the dynamics that manipulate the responses of players.

    Visual design inputs can be found through visual storytelling. A common example of visual

    storytelling is when you see a red barrel in a video game. Normally the first response is that its

    explosive. The concept of visual storytelling can be seen in horror games through simple visual clues

    such as blood in the environment. Blood in many cases can make the player question why its there

    and in some cases make them question every bit about it. Below is an example from F.E.A.R 2 Project

    Origin (Machinered, 2013) with the blood splatter on the floor and wall. This example literally has

    messages written with the same blood smeared and dragged across the ground. This can be seen as

    a reference to the irrational murderous evidence left behind at actual scenes like that of the murder

    of Sharon Tate by the Charles Manson group of killers. After the group of killers murdered Sharon

    Tate and various other people one of group members used a rag soaked in Tates blood and wrote

    PIG on the front door. That word, along with other lyrics from Beatles songs, was written in blood.

    (The Ghost Diaries, 2012). Although the blood splatter written in F.E.A.R 2 may not be a direct link

    with the murder of Sharon Tate this visual design is a deliberate reference to that of real life events

    and ones that have happened, the mass murder of innocent victims in a ritualistic way represents

    irrational uncontrollable behaviours, which is a strong motivator for fear in individuals and wider

    society.

  • Jack Eastoe. 1100571 pg. 5

    Fig 1.1 F.E.A.R 2: Project Origin screenshot

    Fig 1.2: Sharon Tate murder, writing from blood soaked rag

  • Jack Eastoe. 1100571 pg. 6

    A concept piece of the interior environment of Dead Space 3 with blood on the floor (Dead Space 3,

    2013)

    Fig 1.3 Dead Space 3 concept

    The difference between real horror and seeing a horror movie or playing a horror video game is that

    we know its fake, we know its going to end and were going to be fine and alive. This concept can

    also be seen as the Magic Circle, a core feature and concept created by Johan Huizinga in his book.

    The idea is that the magic circle is a place where we can escape our daily lives and chores and means

    setting oneself apart from the outside world, and surrendering to a system that has no effect on

    anything which lies beyond the circle (Nielsen, Smith, Tosca, 2008). The Magic Circle within video

    games gives more control to the player. The player is able to jump in scary and fearful scenarios all

    the while knowing that they are safe from it.

    Some say that we put ourselves through horror to escape reality and the possibility of being

    murdered, 'Watching a horror film gives us back some control,' says Dr. Andrew Weave, 'We can

    experience an adverse event through film, and we know that it will end. We'll survive it. We'll go on

    with our lives.' (Slashdot, 2011). So what is it then that immerses us within the game? Interaction is

    quite a big part of this, the less we have the more immersed we can become, referring back to

    Amnesia (Frictional Games, 2011) instead of using weapons you use tools (GDC, Thomas Grip,

    Frictional Games, 2011). This changes the way the player views these intractable objects. Many

    tools can be found in Amnesia such as the lantern or tinderboxes. These items help you to produce

    light and therefore calming down your sanity level in game.

    Elements of Lovecrafts work can be found in many video games through the Lovecraftian

    sub-genre. This sub-genre of horror fiction emphasizes the unknown, playing with your mind

    and sanity and confronting the unknown or unknowable, rather than shock and gore

    (Carma Spences, 2011). An example of this method can be seen within Frictional Games

    Amnesia, you arent allowed to look at the monsters due to losing your sanity, this then in

  • Jack Eastoe. 1100571 pg. 7

    turn creates an image of what the monster looks like for the player; Lovecraft utilized the

    same techniques in his writingthe horrors confronting his characters were always "too

    terrible to describe" and relating them to the reader would "surely push one over the

    precipice of sanity. (Mike Bracken, 2012)

  • Jack Eastoe. 1100571 pg. 8

    Chapter 3 Game 1 analysis: studying and evaluating the design of Amnesia: The Dark Descent

    Amnesia: The Dark Descent is a first person survival horror game created by Frictional Games. It has

    become a well-known and popular game for being terrifying and unique. Its a game about

    immersion, discovery and living through a nightmare. An experience that will chill you to the core.

    (Frictional Games, 2008).

    How do the rules and conditions of the game create conflict?

    Playing Amnesia the player will notice that there arent really any rules, you simply follow the story

    along and figure out what happened. This in turn doesnt necessarily create conflict with the game,

    instead it highlights the other features more and leaves it up to the player how they want to play the

    game; running for their life or constantly hiding in a wardrobe. These features include some that are

    strategic in having to find oil for the lantern or tinderboxes to light up candles. In reality there is one

    main rule, dont stay in dark, if you do then your sanity level decreases and therefore the character

    will lose their mind and rational thinking. This then results in hallucination that can cause you to be

    seen by the monsters. Its up to the player then to be conservative with the light provided and think

    before they start running off.

    Are the players struggling against each other or the game or both?

    The environment doesnt prove to be an obstacle for the player but does provide a way creating a

    struggle. If the player moves an item such as a chair and places it near a doorway they then run into

    a monster theyll start to run away and bump into the blockage caused by the previously placed

    chair. Of course it doesnt mean that they cant escape but the time in having to move these items

    can be devastating. The majority of the struggles that a player may encounter will more than likely

    be due to themselves rather than the game doing it. That being said though there are puzzles and

    mysteries that they have to solve which cause conflict for the player.

    What are the interactive experiences provided for the players in the game?

    Interaction in Amnesia comes in the form of moving objects around such as chairs, helmets found on

    knight mannequins and interacting with doors. All these interactions help to create an immersive

    experience for the player. The player will soon realise that they can interact with objects such as

    wardrobes and hide away in them. This provides a safety net for the player if they encounter a

    monster. Although there is a lot of interaction with the game environment there is no interaction

    with the monsters. There are no weapons nor are there any combat mechanics in the game, this

    creates a unique experience for the player since in most horror video games you normally can

    acquire a weapon of some sort and fight back against the monsters.

  • Jack Eastoe. 1100571 pg. 9

    What visual design elements are used?

    Throughout the environment there are several visual design elements used. One of these designs

    can be seen through the use of blood splatter across the floor, this design element is used to guide

    the player in the right direction at the beginning of the game. Of course there are several visual

    design elements in Amnesia such as books scattered across the floor, light pouring in from windows

    from the moon, fog and bugs. All of these designs are deliberately placed there for a reason, some of

    course only the designer knows. However items like the books could indicate someone had a

    struggle or was in a hurry looking for a specific book. Other visual designs that are there for a reason

    are ones such as the bugs on the floor. This could cause a fear in the player through their phobia.

    How did these visual design elements make me as a player feel and how they could make

    someone else feel?

    Playing Amnesia I found that through the visual design elements used I felt somewhat uneasy and

    tense during gameplay. The small assets that are scattered throughout the halls and in the rooms

    bring up questions for me. For instance referring back to the books on the floor, it made me

    question why they are there or who put them there. The fog on the ground sends a chill down the

    back of my neck because sometimes it only appears in certain areas on the floor. This made me feel

    anxious as I didnt know why it was specifically there and I didnt want to go into that area. These

    same feelings could also occur in someone else and maybe their imaginations could be much worse

    as they may have an original fear of fog.

    What are the possible visual influences?

    Playing Amnesia its easy to see that Frictional Games were inspired by H.P Lovecraft. H.P Lovecraft

    has been and still is an influence on many video games and with Amnesia its no different, in fact

    Frictional Games have even named their game engine in homage to Lovecraft. In a review by Matt

    McDermott he explains that he insanity mechanic is heavily inspired by Eternal Darkness and Call of

    Cthulhu: Dark Corners of the Earth (Bitscreed, McDermott, 2011). The monsters are a similar style

    to that of artist Francis Bacon and his disfigured people. Below is one of the monsters from Amnesia

    and a painting by Francis Bacon, the two in comparison share similar design. Although not an exact

    copy, the gruesome and disfigured people are both creepy and possess these horrific design

    qualities.

  • Jack Eastoe. 1100571 pg. 10

    Fig 1.4: Monster as seen in Amnesia: The Dark Descent Fig 1.5: Francis Bacon, Portrait

    of Michael Leiris, 1976, Oil on Canvas

    The question What were your influences in creating Amnesia and its terrors? was asked during an

    interview conducted by Lorna from Gaming Lives. Frictional Games responded saying that there

    have been tons of influences over the development of the game. One major inspiration was the

    Milgram and Standford prison experiments that showed what the nature of evil is really like; this was

    something that got heavily incorporated into the story and feel of the game. Another influence is the

    first 30 minutes of Bioshock, which showed how to make an engaging experience through only

    exploration and a few exciting events. (Gaming Lives, Lorna, 2010) Its interesting to see that one of

    the influences was from Bioshock as this game isnt necessarily a horror genre video game.

    What other aesthetic qualities does the game present movement, sound?

    A big part of the design within Amnesia can be seen through its use of sound. The sounds used can

    be that of music, footsteps and ambient sounds. The music that is used is composed in such a way

    that it helps to create an extremely tense atmosphere, even when there isnt anything happening.

    Usually a horror game will build up the music when something significant is about to happen such as

    a jump scare and whilst you may find some of these moments within Amnesia youll also find that

    the music even when stationary is creepy and scary. The ambient sounds made such as the footsteps

    play a big part due to them not always being the sound of your own. This may scare the player

    through the thought of someone following them.

    Does the game use psychological methods to inject fear and scare the player?

    Other methods of design in Amnesia can be found through its psychological ploys such as hearing

    footsteps behind. If the same sound is heard repeatedly throughout the game then a method known

    as classical conditioning could occur with the player. This means that the player will get used to the

    sound of footsteps so much that even when the audio of footsteps isnt present they may hear it and

    associate it with them feeling like they are being followed. A good example of this same method can

    be seen in Silent Hill through the radio crackling whenever a monster is nearby, hear it enough times

    and the player will automatically associate the noise with a monster being nearby.

  • Jack Eastoe. 1100571 pg. 11

    Chapter 4 Game 2 analysis: studying and evaluating the design of Silent Hill 2

    Created by Team Silent in 2001 for the PlayStation 2, Silent Hill 2 has become an icon in horror video

    games. The game revolves around the main character; James Sunderland after he received a letter

    from his dead wife telling him to meet her at their special place, the special place being the town

    Silent Hill. The game is heavily based around psychological methods explored through the main

    character. The game has had big success in selling millions of copies and being re-released as a

    Greatest Hits Game.

    How do the rules and conditions of the game create conflict?

    Within Silent Hill 2 the player has to solve puzzles and collect items in order to progress through the

    story and much like other games this proves to create conflict for the player if they wish to proceed.

    Other conflicts can occur from being stuck or lost in a certain area therefore preventing them from

    progressing. The game itself has no checkpoints, only save points so if the player dies then they will

    restart from the last save point, this can cause issues if the player doesnt find a save point or forgets

    to save. Whilst playing through Silent Hill 2 the player will soon start to see a trend in the gameplay

    through pathways being blocked, this creates a conflict for the player because its not always clear

    which way to go, the best they can do is to look at the map.

    Are the players struggling against each other or the game or both?

    In Silent Hill 2 the camera is fixed and will move from third perspective behind the character to

    suddenly third perspective in front of him, this can become a struggle for the player because it

    means that they wont always see what is in front nor behind them. Other struggles that the player

    will encounter is with enemies, although you can fight back against the monsters its not always easy

    to manoeuvre around them and the player can soon find themselves being stuck in a corner facing

    the monster.

    What are the interactive experiences provided for the players in the game?

    Interaction is one the main game mechanics for the player. You interact with several items and

    objects in the game such as a map or a radio. Other interactions that are more subtle are ones that

    can be seen when James, the main character will suddenly look down at something when walking.

    This subtle hint indicates that there is something interesting about; usually you will find items such

    as health drinks or bullets for a gun. This interaction then becomes a common occurrence during the

    game and soon the player will see James looking and instantly know that something is nearby. This

    interaction in particular gives meaningful play because it gives the player hope that something useful

    will be nearby by, especially if they are in need of a health drink. Other meaningful play experiences

    come from the map, there is usually a ring around a destination that James has to go to, this then

    gives the player motivation rather than leaving the player to run around hopelessly in circles looking

    for the right place to go. Of course solving the puzzles and messages in game help to create

    meaningful play for the player since it gives them a sense of accomplishment, especially when the

    puzzle is difficult. Although typical to most games these days, the save points in Silent Hill 2 are quite

    retro, rather than pressing start or pressing F5 on the PC to save, the save points in game are found

    through a red bit of paper, when found it gives the player the opportunity to save their progress. As

    soon as the player sees the save point they may feel a sense of relief but also knowing that they are

    progressing through the game, this creates meaningful play.

  • Jack Eastoe. 1100571 pg. 12

    What visual design elements are used?

    Silent Hill 2 has various design elements. Some of the most notable ones are the grain effect on

    screen, this as well as the thick fog surrounding the town gives a very creepy and scary atmosphere.

    The image below portrays the environment enclosed with fog and the grain effect on screen.

    Fig 1.6: James in Silent Hill surrounded by fog

    Other visual design elements act as clues for the player such as blood smeared and dragged on the

    road indicating a route for the player to follow, this also has a double meaning. Possibly another

    person may have been killed and then dragged through the road, this then might make the player

    weary and scared of what lies beyond. The same blood design can also be found through the use of

    blood foot prints created by monsters after the player kills it. This effect is unclear to why it is there

    but signifies that maybe death follows and lingers around James. In terms of the environment design

    it was based on a repulsion and attraction method created by art director Mashai Tsuboyama. In

    the Making of Silent Hill 2 Tsuboyama expresses I wanted to create something that would really

    disturb the game players whilst attracting them., something with an aura of mystery. (Making of

    Silent Hill 2, Video, YouTube, 2013)

    Its easy to see this within the environment since the town is presumably abandoned. The design of

    the shops and houses have a charming characteristic that makes the player feel the need to explore

    and investigate whilst feeling disturbed but what could be inside.

  • Jack Eastoe. 1100571 pg. 13

    How did these visual design elements make me as a player feel and how they could make

    someone else feel?

    These visual design elements made me as a player feel uneasy with a sense of apprehension. The fog

    accompanied by the grain effect made it hard to see what was ahead making my heart beat faster

    than usual since I didnt know what was beyond. This same feeling could occur in someone else

    playing the game since after all as humans we want to know what is ahead of us. To know the

    unexpected. The environment design also intrigued me and what Mashai Tsuboyama designed with

    the repulsion and attraction method worked. I found the design was interesting and the buildings

    were intriguing yet at the same time I didnt want to know what was inside.

    What are the possible visual influences?

    Its easy to see that influences come from the style of Francis Bacon and his strange and out of

    proportion people. These designs can be found in the monsters within Silent Hill 2 such as the

    Mannequin monsters or the Lying Figure monster. Some if not all of the monsters have a design

    influence from Francis Bacon and Hans Bellmer.

    Figure 1.7: Hans Bellmer and Silent Hill 2 Mannequin inspiration

    Does the game offer intertextual references?

    Silent Hill 2 has intertextual references to Francis Bacon and Hans Bellmer through its visual core

    design in the monsters and psychological references to author Sigmund Freud. A very detailed and

    interesting study that focuses on the Silent Hill franchise talks about how the very cause which

    draws him to SH is his refusal to accept his actions in his wifes death, the origin of [his] unconscious

    need for punishment (Freud 1965, 97). (Freewebs, PostMonstrous, the Psychology of Silent Hill).

    This strongly relates to the very monster in the game that is Pyramid Head. The monster is part of

    James conscious and relates to punishment. The study is very thorough and comprehensive with

    many links to Sigmund Freud and C.G. Jung. Silent Hill as a franchise including the second instalment

    refers to and is inspired by Sigmund Freud and C.G. Jung.

  • Jack Eastoe. 1100571 pg. 14

    What other aesthetic qualities does the game present movement, sound?

    The sound in Silent Hill 2 is unique to other games. The composer Akira Yamaoka also the sound

    director wanted to create something that the player could really feel or as he puts to create

    something that would surprise you, something that would challenge your imagination as if the

    sounds were going under your skin. (Making of Silent Hill 2, Video, YouTube, 2013). These sounds

    that Yamaoka made, helped to create an atmospheric game that infuse fear and apprehension

    within the player.

    Does the game use psychological methods to inject fear and scare the player?

    As previously mentioned with intertextual references, the game uses psychological methods to

    trigger fear and apprehension within the player. For instance there is a part in the game where the

    main protagonist James is talking to Maria in a jail cell. However Maria is talking as if she is Mary, his

    dead wife. The two women are near identical except in reality Maria is an extension of what James

    wanted sexually with Mary. These methods mess with the player and makes it harder for them to

    follow, however this method works brilliantly in creating fear and horror.

  • Jack Eastoe. 1100571 pg. 15

    Chapter 5 Comparison

    Comparing both games its easy to see why they have gone on to become popular survival horror

    games. Both have the similarities in using psychological methods compared to other games but both

    have their differences such as the use of weaponry in Silent Hill 2 but not in Amnesia: The Dark

    Descent. Although fighting back against enemies is different in both they still possess the fight or

    flight method. In Silent Hill 2 you dont always have to fight off the enemies, especially outside in

    the open, you can simply run away. Both games use sound in such a way that it can cause the

    players heart beat to pound aggressively and tremble with fear, this in itself proves to be a success

    with both as they are able to scare the player simply with sound. Where the two differentiate

    though is through interaction, combat is the obvious culprit in this case being there is none in

    Amnesia but is in Silent Hill 2. Its not to say that one is better than the other since both do it well,

    its more a case of that the atmospheric surroundings, eerie fog and camera movements in Silent Hill

    2 help to immerse the player within horror and inject fear in to them. Amnesia on the other hand

    will play with psyche and will make the player feel as if they are being followed. Overall its hard to

    compare these games against each other since they are both similar, they both share the same

    influences as each other through the use of Francis Bacon and H.P Lovecraft and both use

    psychological methods to scare the player. They both share a theme of puzzle solving in order to

    proceed in the game. Horror is designed into both games brilliantly through the visual aesthetics,

    interaction, sound, movement, intertextual references and rules.

  • Jack Eastoe. 1100571 pg. 16

    Chapter 6 Conclusion

    How is horror designed into video games? To answer this I analysed two horror video games, studied

    the origins and definitions of horror as well as design elements used in horror. Horror is designed

    into video games through its various choices of visual aesthetics, sound, rules and psychological

    methods. All of these methods help to infuse horror and fear into video games. Overall I feel that

    there are two main methods within that selection that help to do this; psychological and sound. I

    found that through the use of psychological methods employed within horror games it helps to

    create very nerve racking and horror filled experiences for myself and the player. These methods

    play with what is real and what is lurking beyond the dark corridors of Amnesia or out into the fog

    filled street in Silent Hill 2. Horror is designed into video games through the use of this method

    alongside sound, a major and vital part into creating an atmospheric scene endorsed with the

    horrific nightmares that we may encounter whether it be in real life or through other media. A

    significant sound within Silent Hill 2 was simply no sound at all, after all no sound is still sound. This

    method works well in making the player fear for what is out there in the environment and whether

    or not they will soon bump in the famous Pyramid Head. Either way sound is a vital part for

    designing a horror video game, its what creates tense scenes and makes the player run for their life.

    To conclude, horror is designed into video games in various ways, it is intelligently thought out to

    provide the best horror experiences for the player through various design elements.

    [Word count: 5496]

  • Jack Eastoe. 1100571 pg. 17

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