Invoking fear through a 2D game in Design Philosophy
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So I've been thinking about how to go about developing a "scary" BYOND game. However, it's difficult to strike the least bit of fear into a player without the atmosphere and immersion that 3D games can more easily provide.
Now, does anybody have any ideas on how to give a 2D game atleast a creepy or slightly unnerving vibe to it? I was thinking about taking an Amnesia approach by dropping the player into a dark environment(dynamic lightning?) and have no means of self defense. In other words, run or hide style survival game.
Anybody have ideas?
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Sounds is essential in making any movie or game scary. BYOND allows us to use "3D sounds", so make use of them!
Let's say that you are in an old house. If a monster is within hearing distance and moans, allow the player to hear it. Maybe the floor is weak and will make a noise when something moves over it. This would make the player less relaxed when they are surveying the home.
Make the monsters smart. Imagine this: You exit the kitchen by opening and then closing the door. Minutes later you return to the kitchen and realize that the door is now open, and perhaps there are footprints on the ground. This will force the player to survey their surroundings. Imagine opening up a pantry door and immediately point your pistol as a monster may possible be there.
Lighting is good, but do not abuse it. Making the whole game nearly pitch black, thus making it hard to see, would ruin the game.
Make the player feel almost helpless. Give him or her limited ammo. Allow the player to run in dire situations, but will get tired eventually. Make sure that there are a few monsters that are actually bigger than the player.