>Horror game idea thread
>"the game will change your wallpaper and delete files without you knowing!!! xD"
>Horror game idea thread
you are in a purgatory world and your outcomes will determine if you escape
the plot twist will be that there is a doppelganger version of you based on your suppressed subconscious in the world causing chaos and other people in the purgatory world think it is you and you even begin to believe it yourself.
the ending will be either you or your doppelganger returning to your body
You play as a the monster and have to scare people.
I'm pretty sure there's a flash game like this that I played a while ago that was pretty fun
>This Generation of gaming will have FNAF as the pinnacle of Horror Games and what all Horror Games will aspire to be
>this generation also thinks that Skyrim is the pinnacle of RPGs
Don't tell me that you don't have a constant fear of your tv/monitor just increasingly getting louder with no way to shut it off.
>y-you can't criticize my idea without one of your own
>you can't criticize a chef for a bad meal if you can't cook
>you can't criticize devs for making a shit game if you can't make a better one
Abusing jumpscares is a cheap trick but using them at the right times is the best thing to do. No jumpscares at all is just plain boring.
Only edgy kids that pretend to be fearless shit on jumpscares.
The topic is what >>324005772 posted, redditcuck.
I always liked a plot where a man somehow has the ability to take people to his own world(in which he has full control I imagine a Gaint dark cave filled with horrific chambers). He uses this to trap people that have wronged him in the past.
He could just kill them but he feels death would not be enough of a punishment.
You would be introduced to this villian in the following way:
a woman is released out of the dimension and the first thing she does is scatter the place for a sharp object. Than she stabs herself in the stomach a couple of times, but she's not dying fast enough so she slits her own throat. Because dying is the only way she knows that ensures she'll never go back to the villian's dimension.
>I actually fell for it
I am very disappointed in myself
>Don't get exposed to older games most of the time
>New games keep coming out
>Play new games because that's more exciting
I'm sorry I never played X old RPG game old people hail as king of RPGs,
;_;I probably don't even know it exist. I'm sorry I hold games I know and play as more fun and good than those I've never touched out of ignorance.
You don't really need jumpscares, you just need parts where shit gets real.
You could be walking down a hallway doing your usual thing when an invincible monster appears at the end of it.
Too keep up the tension, you just need the threat of something tearing off your head. You don't need it to scream you right in your face before doing so.
That's absolutely correct though.
The fear of jumpscares should be on you, but if the game has constant jumpscares, it becomes a crutch.
A horror game needs a few jumpscares to keep you on your toes, even the first Silent Hill had this.
It's always sad when someone tell you what they think is a great idea, but you can tell it's shit.
Anon, I don't know how to say this kindly but please, please, stop posting your stupid ideas till you reached 18.
>Make horror-themed action game with puzzle solving, no random spawning items (truly limited supplies, requiring, you know, game design and balancing), and a Metroidvania style map.
That's what all the good RE/Silent Hill games were and that's all a good horror game needs to be. Get out of here with your gimmicky bullshit.
>I lik de bluud
>out of in de person
he comes XD
I want to make a real horror game that has good atmosphere but uses things that are in no way scary at all as jump scares, like the sound of a puppy barking rhythmically, or a baby giggling, or gachimuchi clips.
Literally this. Any enemy encounter where the player's at risk of losing their finite supplies/significant progress (thanks, limited saves and scattered save points) is enough to be scary.
The spookiest thing is knowing you wasted your time.
There was an old game that looked into your email account to try to find your name, and then if it was in a list of recorded responses have a voice call your name sometimes when you played
My thought for a horror game:
>you notice people following you in the shadows throughout the game, only ever catch glimpses of them
>every time you get near death, they rush in and save you as you black out
>you come to, but are heavily sedated and strapped to an operating table
>you hazily see then over you
>you wake up, and notice you don't have skin on your arm, but it's stapled shut with random leather/parts/whatever
>this happens everytime you come close to death, with more skin gone ever time
>eventually, they take the skin on your face
A jumpscare is where the monster suddenly appears, with no buildup in the sense of visual cues or sound. Typically they appear right in front of your with a loud noise in some form.
In SH2, Pyramid Head's appearances are never really jumpscares in spite of how suddenly he appears, because there is always a vocal cue in the form of his knife screeching along the floor. And as such you don't have the same annoying "BOO!" effect that a jumpscare usually provokes.
Well a horror game where survival isn't a concern is kind of hard to pull off, but resource management doesn't have to be a factor. You can have games where you simply don't have any resources to on which you can depend.
i remember reading a creepypasta a while ago about a game AI that progressively became smarter to an insane degree
>first "level" was like, regular enemy shit
>2nd level they'd use cover and shit like that, still ez
>third level they start being more coordinated, flanking, etc.
>eventually act as if they know they are in a game- their strategies involve tactics designed to hamper the player
>IE, trying to block the camera, chainstun, and other infuriating/frustrating attacks- also looking directly at the camera at the player, not the character
>at some point in the creepypasta, i remember the guy describing the enemies had an attack that would make the screen flash a bit; and then at the later levels they tried to coordinate that rhythmically to induce a seizure
shit like that, i think would be pretty creepy if introduced subtly enough where the player doesn't necessarily realize it's happening and they're second guessing themselves and shit
This is what you want in a horror game.
Not necessarily these exact examples, but there is a very important difference between 'being scared' and 'being startled'. Any game can startle you, you turn around and something screams at you, done. Something jumps out of a closet and goes boo, done. It takes no effort to get a knee-jerk reaction out of the player, which is why so many games go for it.
Good horror is what you DON'T see. Atmosphere, music, lighting, building an environment in which the player doesn't want to move into the unknown but is forced to do so. Horror is about making the player jittery AFTER they turn the game off, making them question, even something as basic as making them leave a light on. Horror gets into your brain and stays there, preying on paranoia and the concept that our imagination will ALWAYS be worse than whatever monster you can dream up.
Something I thought might be fun in ye horror game is making it feel like you're being followed without showing the follower.
Things like backtracking to find doors that you closed are now opend, lights that you turned on are now off, stuff like that.
At first make it seem like a limitation of the engine (lots of games have autoclose doors because developers are too lazy to write code for saves to remember if they're open), but keep ramping it up more and more in a subtle manner.
>hurr then have the developers break into peoples houses at night and close doors
Tired idea: A horror game that allows you to use various objects for enemys and tasks so when holding said items they make you slower and cam make noise such as holding keys. Maybe have a psych meter as well so when you charcter is really losing it he causes more noise or drops said item. However i do guess their should be an advantage for holding large items maybe a weapon or something so there is risk/reward.
Eternal Darkness is the best horror game of all time.
Prove me wrong.
People who think or say that "Jumpscares are bad" are fucking idiots that know literally nothing about horror and are only pretending they do.
The principle of horror is in building tension and then releasing it. It's how the genre works. You have the tense moments and you have the climax to them. The tension and the jumpscare are the two essential elements. The yin and the yang. Without one, the other does not work, and without both, your movie fails to scare.
Now, that's not to say every jumpscare is good. You can have such a thing as a bad jumpscare. For example, applying the paragraph above, if you have no proper build up or any semblance of good tension in your movie, then of course the jump scares are not gonna be anything other than annoying and startling (an important distinction from actually scary). This is a very common complaint in bad horror movies, of which there are a lot.
But that does not fucking mean that Jumpscare are inherently bad. I dare anyone to name me three good effective scary horror movies without any jumpscares in them.
Jumpscares are fine when used infrequently.
I think the problem most people have with them is that most "horror" games these days like Five Night's at Furries' is 100% jumpscares, making them more annoying than scary.
>I dare anyone to name me three good effective scary horror movies without any jumpscares in them.
I'll try, for no particular purpose
>Blair Witch Project, maybe?
I don't recall any jump scares in these. Not badly executed ones, at least.
>my face playing Resident Evil 3 and reached the police station
>Fucking Nemesis dashing out of the fucking corner and slams you with the Rocketlauncher.
I lost my shit when that happened.
>jumpscare are the two essential elements
I'm not even gonna read onwards. You are fucking retarded. How come some movies and maybe even some games achieve tension and the climax as you say without the use of jumpscares?
>Horror game idea thread
The game is online based but never tells you this you see yourself as the player and the other player as a monster while he sees the exact opposite thus you each avoid each other and both get the feeling that some one is following you.
its a really vague idea but done properly can be a 1 hit wonder.
Of those the only ones that are true are Rosemary's Baby (Which is a great movie and the one exception to the rule) and Blair Witch Project, which is fucking terrible and one of the worst movies ever.
All of the other movies you named have jumpscares
I agree with that. Jumpscares shouldn't be used constantly, but I hate that we now don't say "Jumpscares are being used badly" but "This game has jumpscares, so it's bad"
>How come some movies and maybe even some games achieve tension and the climax as you say without the use of jumpscares?
They don't, name them.
>A game about the psychological effects of trench warfare in WW I
>The more you progress, the more your character goes insane
>Soldiers turn into horrific demons
>Shells turn into meteors of hell-fire
>Friends disappear completely
Can't recall jumpscares in Halloween, unless you are thinking of that shot with Myer's face emerging from the dark. Still, two examples out of very mainstream movies. Not bad. I'm sure more obscure horror movies that rely more on dread than any else would be suitable examples, but sadly I don't know a lot of those.
>The monster is invisible, but can still attack you
>The only way to stop it is to take pictures of it with a camera, which not only does the flashing light stun it, but also makes it visible for a split second
The elusive mysterious monster who hides from you in the distance is so fucking overdone to the point it's practically satire whenever it's used.
Superior horror games general?
Is there any horror game where encountering a monster feels like the climax of a suspense movie? I'd like to play one without invincible monsters and without powerful weapons,just only being able to use the objects on site and environmental hazards to fight something stronger than you
Invisible monsters are silly to me. I personally can't be afraid of something if I can't see it. Its too gamey for me.
I think the scariest horror doesn't have a monster or a villain. The knowledge that there is a singular thing trying to hurt me implies I can beat it, which isn't scary to me.
Try these out:
Fallout 1 / 2
Knights of the Old Republic
Gothic 1 / 2
(Deus Ex - not really an rpg but close enough)
Vampire the Masquerade: Bloodlines
Neverwinter Nights 1 / 2
Baldur's Gate 2
(can't vouch for the last two because I haven't played them, but they have a good reputation)
my horror game:
you are an 80s yuppie and slowly you realize you hate everyone around you and that none of your material things will make you happy, but that giving them to the poor also won't make you happy. you slowly get worse and worse at your job as you realize you no longer care and that nothing will ever make you happy, when you're fired there is no catharsis. you go home and turn on the television - it's uninteresting - the radio - uninteresting. you realize that you're trapped in an unceasing purgatory where nothing will ever be enjoyable, and yet you can't realistically consider suicide either.
you're here forever. roll credits.
there is no game this is a game idea thread.
gee anon how stupid can you be.