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How to make a good horror game?
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Put me in it, I'm hideous.
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>>750505935
fpbp
>>
File: 1793180002125943.webm (3.86 MB, 896x944)
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>>750505895
just copy one of those
marketing is all that matters
even if you make a great one, if it has 0 marketing, some vibeslopper will use it with some marketing to make it profit
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>>750505935
Tits or gtfo
>>
breedable tight ghost pussy
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>>750506264
Giwtwm
>>
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>>750505895
Mystery niggas that are just barely visible in the dark and disappear if you look at them for too long or try to approach them.
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>>750506264
>hey son, enjoy your ghost pussy for the next 10 years or so, I know I did

Man, what a good dad.
>>
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>>750506749
I should also add that they don't have to be in the dark exclusively, they can also be anywhere really but somewhat blend into the environment. To give you that oh shit moment where you realize you were never alone and never safe.
>>
>>750506264
>tales of terror
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>>750505895
>how to [x]?
When did people start talking like retards
It weird because I never hear this IRL, I only see this on the internet
"HOW DO YOU/I [X]?" you fucking third worlders
>>
>>750505895
I wouldn't even try, because there's really no such thing.
Jump scares aren't real horror, being startled isn't really fear. All horror things are fake, and as such, shouldn't be able to produce true fear.
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>>750506264
>I envy you
>>
>>750505895
Add Trannies
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>>750505895
Enemies that are invulnerable but only move when you're not looking at them.
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>>750505895
Use the liquify tool and give him hyper realistic scary red blood eyes
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>>750506940
conversations online and in real life are wholly different, you dumb child
you might as well complain about threads not starting with "hello how are you?"
>>
>>750505895
Instead of gameplay just have walking.
Naturally you cant fight monsters because fighting is mean. You can hide in lockers and under things though.
Have the story be told by conveniently placed notes left all over the area you're exploring.
Protagonist kills himself in the end or is secretly evil so you can call it psychological horror.
Make sure to include a cutesy monster to sell as a mascot.
Include an epic easter egg where you can fall into a super scary empty yellow room.
>>
>>750506941
this guy buys reddit gold
>>
actual stakes from the player
my most devastating fear in vidya was playing MMOs and dying losing either trade packs that take like a week+ to make, massive amounts of exp, or the gear that took me days to acquire.

Horror games do not have stakes therefore they are not scary.
>>
>>750507265
>Naturally you cant fight monsters
this but unironically, whatever is causing the horror should be above the protagonist and unbeatable
at the end the protagonist should die or barely escape after sacrificing everything
action horror slop like resident evil ruined the genre
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>>750507189
This pleases the nut.
>>
>>750506941
You can definitely produce fear if the repercussions of failure are big, or alternatively completely unknown to the player. Going a long way without any meaningful checkpoint or rest would make anyone on edge or paranoid if the vibe was right. If you've been playing a game for a few hours and haven't died yet, you wouldn't want to fuck around and find out.
>>
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>>750507381
*Beats your ass*
Shut the fuck up, bitch
>>
Good horror is something that's hard to actually make and it's one of the reasons I fucking hate horror fans. True horror needs to be a wider commentary on the human condition, for something to actually be scary it needs to make you contemplate how these horrors you're experiencing are horrors that could actually happen to you. Maybe not literally, you're not going to get killed by a dream demon or some shit, but the greater themes of, say, Freddy Kruger being the fear the inevitable and the vulnerability of sleep worked great because sleep is something you literally cannot go without and you cannot help but be vulnerable in. Taking a core part of the human experience and weaponizing it against the person watching it what makes it scary, but modern horror fans take the 2 parts that make something scary and separate them and it's two different camps that are equally shitty. The first camp is what I'd call "suspense fear" or "realistic fear", they are jumpscarefags and their movies and games are all slop because it's all surface level shit like a demon chasing you around and then he kills you. Like sure, that's scary because no one wants to be killed by a demon but it stops being scary as soon as I turn off the movie because nothing about it applies to anything outside of the context of the movie. The other camp is what I'd like to call "artsy fear" it's the shit where they conceptualize how to prey on aspects of the human condition but they don't actually know how to make shit scary. It's the backrooms and liminal spaces crowd, or "look how eerie this photo is OoOoOoh, spooky huh?" like no retard, it's a fucking empty room, that's not scary. PS, neither is the fear of the unknown. Unknown is only scary if we're provided enough information to know we SHOULD be afraid. Being completely in the dark about literally everything isn't scary, it's just confusing.
So, if you want to make a good horror game create a scary scenario that preys on natural aspects of humanity
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>>750505895
nage
>>
the gameplay needs to be fun. it shouldn't overly rely on the player being "immersed".
>>
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>>750505895
>How to make a good horror game?
That's impossible in today's internet. Every horror movie, game etc. is turned into a big joke or they wan't to fuck the ghosts, creatures demons or whatever that show up in them.

It's why it's so hard to actually make or find anything actual scary or creepy these days since it's going to be a big fucking joke in the end anyway with people just joking around about how much they wan't to get fucked by the monster or they wan't to fuck it but are actually totally serious about it.

For example Mal0/SCP-1471-A used to fucking scare the shit out of me years ago, especially the image attached but when you constantly see people sexualizing it and saying how much they wan't to fuck it, it just doesn't feel scary at all anymore. Now it just a huge sex sex sex joke all the time about this creature sneaking to a farm to get cumflated by a horse or coming to pleasure a lonely man at night.

Or maybe they are scared but joking and sexualizing it is their way to cope about it, who knows?
>>
Well it needs to be a little frightening, a little unsettling, a little disquieting. Scary I think is a good word.
>>
>>750508245
Mal0 is interesting in a way that it had one of the most creepiest images ever but was turned into some kind of creature that's just lonely.
What if it’s not stalking you maliciously? What if it’s just lonely, curious, protective, or oddly comforting instead of purely evil? It almost instantly makes you feel a lot more sympathetic towards it and images like no longer feel scary after it.
>>
>>750505935
what if we made a 3d model of you and gave you silent hill textures?
>>
>>750507425
>this thing made millennials shit their pants
>>
>scp
>millennials
>>
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Make getting caught actually scary. Don't just end after a jumpscare, where the monster screams in your face. Show us what happens afterwards. Show the protagonist screaming in agony as the monster puts him on a butcher's table and mutilates him. Maybe add an additional secret level, which you have to complete, when being caught by a certain monster, which leads you eventually back to the area where you are caught. Make being caught ACTUALLY scary.
>>
make it about the horrors of war
>>
I know nobody cares, but it's late/early, I can't sleep, like writing, and feel like crafting a weirdly elaborate response to this throwaway question.
There's an important distinction between feeling frightened while you're playing a game and experiencing horror through a game. Those can overlap, but they aren't the same.
Five Nights at Freddy's is an example of the former. It is designed to make you anticipate immediate threats. The creepy atmosphere, tension of monitoring cameras, and jump scares produce fear, but that fear disappears when the experience stops. I would consider it a scary game, not a horror game.
Fear & Hunger 2: Termina is one of the greatest horror games of all time. It operates on a different level. Its horror comes from making you examine the darkest parts of the human psyche: cruelty, bodily degradation, desperation, the loss of agency, and the feeling that the world isn't fair and doesn't care if you survive. The mechanics themselves reinforce that atmosphere. You're vulnerable, resources are scarce, and even understanding the situation doesn't necessarily give you the power to control it.
A scary game makes you feel afraid of what might happen to you. A horror game makes you afraid of what the game reveals about you, other people, or the world. It sits with you long after you turn the game off. It's the feeling of being trapped, alone, with something that hates you. It's recognizing something about your humanity you'd rather not.
>>
>>750509434
Over-explaining things is bad for horror.
>>
>>750505895
Make it near nonsensical.
The uneasiness comes from not being able to predict what the game will throw at you next.
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>>750510360
They already did that with backrooms, evil within, and a bunch of others
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>>750506832
Sexing fake loli
>>
>>750507381
>this but unironically, whatever is causing the horror should be above the protagonist and unbeatable
this is horror
>action horror slop like resident evil ruined the genre
this is terror
>>
>>750505895
you don't
horror games are shit because they're scarry
if you're into that than fuck you you weird nigger
>>
>>750506865
im scared stiff dude
>>
>>750507425
>gets bodied by copyright
>>
>>750509434
>Maybe add an additional secret level, which you have to complete, when being caught by a certain monster, which leads you eventually back to the area where you are caught
bloodborne did this
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>>750506264
GHOST BLOWJOB WOOO WOOO
>>
Slapping teeth on everything isn't scary.
Hope horrorfags pick up on this soon
>>
>>750512306
What should we slap on things to make them scary
>>
Soma had a good setting/theme about mortality and consciousness. in my opinion
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>>750513273
I dunno man, it depends in the concept. Think of something fitting to what it does.
When shit like the Pokemon Ghost is being given teeth it just means the creator had no actual ideas
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>>750505895
horror is 90% audio, so work on that
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>>750513330
Nah
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>>750505895
Take away gore and chase sequences, don't use jumpscares and add psychological elements to the story.
>>
Stop trying to give the player tinnitus
People don't really mind being abruptly startled, it only really gets complaints when you blow out their ears too.



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