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Author Topic: Game Idea: Lovecraftian Survival Horror  (Read 4980 times)

JoshuaFH

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Game Idea: Lovecraftian Survival Horror
« on: January 25, 2010, 10:03:10 pm »

So I was thinking about horror games, and why they will often fail to inspire any real sense of fear despite the developers going out of their way to make the most horrible and grotesque monsters they can possibly think up.

So I thought of one game that scared the heck out of me, which was 7 Days a Skeptic. What really scared the heck out of me wasn't the Jason-esque villain, it was how seriously downhill the game when when the antagonist finally picked up some speed. To elaborate, during the final stretch of the game, you're by yourself as a metaphysical psychopathic killer stalks you. While the fact that he could kill you in one hit was scary, what was scarier was that you COULDN'T predict where he'd show up, he'd disappear and reappear seemingly at random (though, once you get to know the game, it's not random at all) and all you could do was stun him with a taser gun, which only provided temporary relief.

Then I thought of lovecraft, and why his stories are scary, and it's summed up simply as "The fear of the unknown", which is quite eloquent and powerful as a primal fear.

So I thought of a game idea combining the ideas of unpredictability and the fear of the unknown. Also, a good heapin' dose of helpless and vulnerability won't hurt.

Basically, through reasons both arbitrary and contrived, you'd be a guy/girl in a haunted mansion.

The object of the game would be to explore the mansion, and find means of continuing your existence within certain times limits.

Said mansion is haunted, but not by ghosts, it'd be more like the hotel from the Shining, where the mansion is actually a living thing. Just thought I'd start with that to give you an idea of where I'm going with this idea.

For starters, the entirety of the mansion is dark. When I say that, I mean that almost the entire mansion is near pitch black. Your character will have a flashlight to alleviate this problem though. To put it simply, your life revolves around this flashlight, and for good reason.

To explain the mechanics of the flashlight, it's a wide angle flashlight that provides a constant cone of illumination whereever it is pointed. Besides illuminating whatever it's pointed at, it serves as one of your only sources of defense against the many nasty things in the house. Because, as you explore the mansion, you would see things skulking and creeping in the darkness, thing which simply disappear (as though they never existed) or dissolve quickly in the light. Some of these things are hostile, and constantly dogging you, and your flashlight is your only defense against them. I'll elaborate on that further in just a little bit, but what's important to note is that the flashlight is NOT infinite, nor does it regenerate it's own power. What I mean by this is that there would be a counter in the corner of the screen or something, constantly ticking down your flashlight's power supply. If you run out, you're pretty much at the mercy of everything that might be lurking in the shadows. To get more power, you can find rare batteries to replace dead ones, or you can return to the Mansion's 'safe room' (which will be elaborated on later) which has a charger. I'm somewhat reconsidering the idea of a counter though, since it might ruin immersion. It might be better if the flashlight instead gets dimmer and dimmer, then start to flicker, and then go out, so that it doesn't disturb the atmosphere and provides another layer of suspense in the form of the guesswork you have to do as to how much power you have left. Also, throughout the mansion there'd be mirrors, and light would reflect off of them, preferably in a realistic fashion.

While the flashlight is your main source of light, it's not your only one. There would be matches around the mansion that you can pick up, and use with a button or something. These matches provide a few seconds of dim illumination in all directions. These are more haphazard, since they're finite and can't be easily replenished. However, there would be other uses in the game for the matches. For example, there would be candle's and candle holders all throughout the mansion, which you can light to give extra illumination, if only for as long as the wax candles can hold out. Also, there might be other things like fireplaces, kerosene lanterns, torches, and the like, but you have to be able to light a match in order to use these.
What I'm trying to get at is, you can't use the matches everywhere. There might be places where the air is too moist for the matches to light, or there might be places where the air is filled with flammable fumes and lighting a match will cause an explosing, killing you instantly. To be fair about it though, your character would be able to smell said gas, then loudly exclaim something to the effect of "It smells like gas in here" in order to let you know it's not safe. I also think it'd be a good idea if your character can throw matches/other sources of light for whatever reason.

An important part of the gameplay would include a day/night system where time passes, and the sun will set, the nasties have the darkness and can come out, and then after some time, the sun will rise, and the nasties will then cease to exist. The game would continue like this cycle until the game's end. What's important to consider though, is that since the mansion is a living thing, that it actively changes itself depending on whether it's day or night. What this means is that there are certain things which can only be done during the day and other which can only be done at night, and there might be puzzles which require a little of both. To help with this day/night system, your character would have an old-timey watch to keep track of time and the stage of the moon. Nasties could also fluctuate wildly depending on what time it is, and what stage the moon is at. For example, nasties would be very bad at midnight, but very VERY bad at midnight during a new moon. Also, for a special event, I think it would be cool if there were solar/lunar eclipses, which would send the nasties flying into uncontrollable frenzies, such that even sources of light have trouble dealing with them.

I mentioned a 'safe room' earlier, and I should elaborate on that. In the entire mansion, it's entirely dark, except for the safe room, which is lit by makeshift lamps/lights 24 hours a day. This room is your safe haven, and where you can store supplies (as your inventory is finite), restore your health, sleep for X number of hours (so you can switch between night and day quickly), recharge your flashlight at a special charger. However, the game will tell you when you have access to the Safe room that he flourescent lights are burning out, and that you only have X number of days to find a new one, necessitating that you explore the mansion as quickly as possible. The safe room + flashlight + Helpful note (which tells you how the room works) is prepared for you when you start the game, hinting that there's other people in the house that are desperately trying to survive.

The charger requires special consideration, as, ideally, it doesn't charge the flashlight instantaneously, and the flashlight can't be used as it's charging. This isn't a problem when you have the Safe Room and can simply place the flashlight to charge, and then sleeping for some hours until it's at max charge. However, this becomes troublesome when you have to wander away from the safe room, or when it becomes unavailable and you have to use less conveniently placed chargers.

As I somewhat dislike the concept of puzzles in a survival horror game, there wouldn't be anything like slider/block/jigsaw/math/word puzzles. Instead, you'd have a cell phone, and a creepy man with a raspy voice would be calling you throughout the game, giving you hints, clues, and generally trying to be guide you and be helpful. However, this man's allegiance would be quite hazy, but you need his help to continue. As well as the Raspy man, there would also be the Dark Stalker, another character that sneaks into your room when you're sleeping and leaves notes and presents. There would also be traces of this person around the mansion, in the form of footsteps, other notes, and if you're observant, you might be able to see him in remote locations. He absolutely refuses to introduce himself though, and seems to have ulterior motives of his own, perhaps those that are in direct conflict with those of the Raspy Man's.

Now, with the horror part of the game, while there are nasties, these are only a small subset of your worries. The nasties are actually quite conservative, and are barely harmful, if at all... At first, anyway. The mansion though, since it's a living thing, will directly attack you. These are not literal attacks though, instead, it's things meant to damage your perception and expectations. For example, when walking near a window, the window will spontaneously explode into shards, and it will appear as though a nasty has jumped into the room, when it was in fact just an illusion. A second example, doors would fly open and close, as though things are walking through. Thing might change places, unseen forces might knock you down stairs, things might suddenly drop from shelves, etc. Another example, during a special scene, it would seem that mansion has transformed into a pleasant place, with smiling party-goers that are all seemingly harmless, and then drop the hint that turning off your flashlight is a good idea; it's not a good idea, at all, and it has to do with nasties.

I've been mentioning "Nasties" without actually explaining what they are. Nasties are like ghosts, and these ghosts take many forms. The nasties can be seen as little dark figures and shadows moving in the darkness, but can never be seen if you try to find them with your flashlight. Alot of nasties are completely harmless, so worrying about each and every one is pointless, but more than a few are not only NOT harmless, but out to hurt you. Nasties are VERY afraid of light, and even the strong ones will be afraid of approaching you, for fear of getting hit by your flashlight. As a metric, the weak ones won't be interesting in anything more than playing tricks on you, making it seem as though there are people standing and walking around in the darkness, will take the form of dark children, and run past your knees when you open doors, and generally trying to confuse you. The ones that are actually out to hurt you though, won't only take the form of humans, they'll also approach and hit you/grab you/throw things at you/etc.

As a rule of thumb, ideally, Nasties get more and more aggressive the more days you spend in the mansion. So at the beginning, you might be able to go around the mansion with your flashlight off without too much harm done to you, but later on, you need to cling to a lightsource no matter what, or suffer a horrible death by things you can't see. If you take too long, then bold nasties that aren't afraid of your flashlight will start appearing and they won't be afraid to get hit by the light in order to get close. Some smart ones might appear as well, which will knock your flashlight out of your hand. Then eventually, if you spend a very long time in the mansion, you'll notice that the nasties get less and less human, and take more deranged shapes. There might even be a few that can take a second or two of being hit by the flashlight before dissolving.

Since the Nasties and the mansion exist in harmony, they'll work together, and make it seem as though the walls are moving, that creatures are coming out of the walls, or even shake the floorboards violently in order to trip you. What important is that they don't attack you so often that you get used to there attacks (and thus loses the 'fear factor'), but often enough that you have to be constantly paranoid from attack. They must remain mysterious and impossible to give names or identities to, in this way, they will always be an unknown factor. They must always the thing in the dark and you don't know how it's going to act next, or from where it's going to attack.

One thing to note, however, is that it's futile to 'hunt' the nasties, as they can never truly be killed, and more and more will continue to appear.

It should be noted though, that your character isn't trapped in the mansion, but is forbidden from leaving. Not by arbitrarily locking the front door, but it could be that the haunted mansion is surrounded by haunted forests, and if you try to leave the mansion and venture into the forest, then your character is assailed by countless hordes of the strongest nasties.

Also, I think it would be cool that if you explore deeply enough into the Mansion, then you could find other people with various skills. Like you might find a trapped cat burglar that can unlock doors, or a strong guy that can lift really heavy things.

God, I just thought of this when I woke up, and I wrote all this...
« Last Edit: January 26, 2010, 03:57:58 am by JoshuaFH »
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Hawkfrost

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #1 on: January 25, 2010, 10:26:35 pm »

The scariest things are the unknown ones, I agree.
Every horror game/show/movie tends to make the same mistake; they tell you too much about the monsters/murderers/whatever. It isn't scary if you know what it is.
Think about it, why is a horror "whatever" scariest at the beginning, almost always? Because you only vaguely know what your up against.

Even though I don't like games where you are timed, this sounds interesting, similar to a game I was thinking out a month or so ago.
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Red Fortune

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #2 on: January 26, 2010, 06:51:11 am »

Great idea there, but it would require so much effort it's not funny.
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SHAD0Wdump

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #3 on: January 26, 2010, 07:25:01 am »

Man, I'm getting some great imagery just thinking about how this thing would look and play.

I've even got some concepts in my mind for some creatures. If only I was a less lazy individual that I would draw these things.
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h3lblad3

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #4 on: January 26, 2010, 08:57:23 pm »

Disregard me here, said something that was covered in the first post.

(Is there a way to delete posts?)
« Last Edit: January 26, 2010, 08:59:58 pm by h3lblad3 »
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JoshuaFH

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #5 on: January 28, 2010, 01:51:50 am »

I'm glad people like my idea. Especially since I thought of the idea immediately after waking up from a nightmare.
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xdarkcodex

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #6 on: January 28, 2010, 04:37:30 am »

Wow that's alot of writing... :oI read the 1st 10 or so paragraph before my head started hurting lol. Nice ideas but. :)
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Splendiferous

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #7 on: January 28, 2010, 02:53:59 pm »

I've already tried this. Won't work. None of us have the talent of ol' horseface. You are doomed. DOOMED!!!

Doomed.
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DennyTom

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #8 on: January 28, 2010, 05:16:45 pm »

Ok ... quite a nice start describing the idea and the atmosphere. Basically it reminds me some things from Silent Hill and Alone in the Dark series. Especially Silent Hill 4.



My thoughts and things that would interest me more (I am sorry, I will be using "he" for a player, I am too used to czech grammar):

a) I see a big problem in finding a good way how to hold the player in mansion. Yo do not want to lock the doors but putting outside something that would kill the player is not a solution (haunted forrest filled with strongest enemies is this case). Ideally the player should fear leaving the house even more than staying inside, but I am not sure how to acomplish this. Also - if he cannot leave the mansion, how did he get there in the first place?

b) What is the goal of the game again? The player should not leave the mansion, will spend a lot of days there (according to the idea with full moon, etc) but every day he spends there, he is less and less motivated to stay because the situation in there gets worse and worse.

c) Putting the house in complete pitch black darkness may not be that good idea. The problem is that in darkness you can not see shadows. You want neutral Nasties, bad Nasties, evil Nasties and more. It would be hard to recognize them visualy. Also dying with terrible death in pitch dark is not that punishing as killing player terribly so he can see it. And the fleshlight is not the solution here since thing that could kill you fear the light.

d) Not sure if the player would be all that scared. The exploding windows, and other effects are good but not scary. There may be shock but not fear. The Nasties coming closer and closer trying to kill you may hold the fear level high for longer time. Objects changing places could go unnoticed, rooms shifting may be only confusing. Unseen forces knocking you from the stores - how would you present this? The nice house idea is super awesome.

e) Do you imagine linear story? It would make things like atmosphere building and preparing scary moments much much easier.

f) The other characters may be great idea but also may be very weird. If there is one or two sidekicks, you could talk to them, get closer to them ad fear for them. If you have safe room full of specialist for pick locking, hauling, mechanism constructing and ice cream licking, it looses meaning and atmosphere.

g) Would be the game scary in the day also?
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Cthulhu

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #9 on: January 28, 2010, 06:05:12 pm »

Two things I've found are the scariest.  I mentioned one already today, making them question their senses.  A visually busy environment, combined with dynamic shadows can make the player see things where there aren't, creating a great amount of tension without any scripted encounters that the player will get used to.

Another one is sensory overload.  Lots of loud noises, combined with enemies coming from all directions and a very chaotic environment overall can be scary.  It may be my sensory integration dysfunction, but when I'm confronted with a sensory overload situation (Like the circus-tent-esque area in the prologue for Silent Hill 3, or the part in Dead Space where you have to turn on the engine) my usual response is to give up fighting and run, which just enhances the fear because then you're being chased, which is a primal thing that scares just about everyone.

I'm wondering, if you make this will it be 3d or 2d?  3d would probably be the best, but 2d would be easier to work with, you could have sequences where it becomes pitch black, so all you can see is the cone of the flashlight, and the rooms and hallways (Procedurally generated via premade sections similar to Nethack) shuffle when you're not looking at them.  Combine this with obviously sinister sounds and you create the feel of a malevolent intelligence trying to confound you.

In 3d you can really get going with the sounds, especially if they use surround sound.  Weird, unexplainable noises (Really unexplainable, stuff you have no idea how to attribute to something concrete, may be hard to create) coming from inside the walls, maybe moving around you and combined with visual effects like walls cracking and dust coming from the ceiling.  That last one is great for getting a person to run, at least in my experience.  A loud, deep thrumming sound coming from far down a pitch-black hallways, combined with dust falling from the ceiling like something huge is coming.

Startling the player is to fear what lolsorandum is to comedy.  If it's all you do, or you do it too much, you're not scary.  Doom 3 is not scary.  FEAR is not scary.  If you do it occasionally though, especially when the person isn't expecting it, it's great.  Have a common and usually not very sinister sound come from next to the player, and when they turn to see what it was have something utterly horrifying inches from their face.  For extra effect, have it scream right as they look at it.

Another thing.  Difficulty is a very hard thing to do in scary games.  Too easy, and it's not scary.  Too hard, and you die so much it stops being scary.  You have to constantly keep the person afraid that they could be killed at any moment, while only actually killing them occasionally.

Also, no quicksaves.  Quicksaves destroy pacing in non-scary games, scary games fare even worse.

Also also, I disagree with the idea of finding other people.  You should be very, very alone.  I would go as far as to say no tutorials.  If you want to take it all the way, no spoken English at all in the game.  Isolate the main character completely from any contact with other humans.


Now you've got me all thinking about this, and it doesn't help that I've been playing a lot of horror games lately.

Here's a tentative idea for a beginning sequence as well as an explanation for why the player is there, why it's haunted, and why you can't escape.  You're a teenager (I picture in my head a girl, but it doesn't have to be.  The game says "Female protagonist" to me but I dunno) who gets dared to stay a night in the old Whoeversby Manor.  The opening sequence you drive to the manor along a long winding road through a somewhat sinister forest.  When you reach the mansion you go about exploring until you reach the safe room.  The house, while being creepy and having some false scares, isn't anything terrible, and doesn't seem haunted.  When you reach the safe room, however, you do something.  I'm not sure what, some kind of obvious trigger.  When you do that, there's the sound of gale force wind outside, any lights still on in the house start flickering and dying, and it becomes very dark.  Other, less identifiable noises start emitting from in the walls, outside the door, stuff like that.  Whatever you do causes you to be transported into some alternate, terrifying dimension.  You, of course, don't know that, and the goal of the game is to find out what's going on and reverse the process.  The safe room is partially in the real world, partially in this new world.  That's why it's safe.  The nasties can't get in, and the mansion doesn't do anything evil.

If you attempt to leave the house through the front door, the road and street are gone, and the forest has moved in to the point where trees are touching the front porch.  The trees are huge and indeterminably tall.  All around are howls, cackles, and other sinister noises, and as soon as you step into the woods something starts chasing you.  I don't like the idea of vanilla nasties, just superpowered.  I think there should be one singularly horrifying monster that stalks you when you go into the woods, and you never get a really good look at it.  It's just like Jaws, it's scary because you never see the whole shark.  If it catches you, maybe you're suddenly knocked down and dragged under the roots of a nearby tree or something.

The forest is, of course, infinite.  You can never escape, and if you're feeling really bastardly you can make it so no matter what direction you take you'll eventually come back to the house.

The forest should be the first real indicator that you're no longer in the same mansion, even if it looks the same.

You can take any of my advice you choose, but I still don't like the raspy voice or the dark stalker.  Alienation is a very scary thing, and another person, even a mysterious and sinister person, provides a dim light and a lifeline to sanity.
« Last Edit: January 28, 2010, 08:39:31 pm by Cthulhu »
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JoshuaFH

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #10 on: January 28, 2010, 10:46:40 pm »

I've been thinking more deeply on this idea, and so I guess I'll add to it as fit.

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a) I see a big problem in finding a good way how to hold the player in mansion. Yo do not want to lock the doors but putting outside something that would kill the player is not a solution (haunted forrest filled with strongest enemies is this case). Ideally the player should fear leaving the house even more than staying inside, but I am not sure how to acomplish this. Also - if he cannot leave the mansion, how did he get there in the first place?

As for leaving the mansion, the player could go outside, such as to go into the various courtyards, cemetaries, etc. It would just be that trying to leave the area would result in horrible death. I just hate invisible walls with a firey passion. Well, the story could be something like: the player character has strange dreams of a manor, and is instinctively compelled to go investigate. When he arrives there, he goes inside for but a few minutes, but when he comes out, he car is trashed beyond repair. By who? Who knows! I've been thinking though, you know how in Trilby's Notes whenever you tried leaving the mansion, you'd mysteriously circle around and arrive back at the hotel? Maybe something like that would be in order to preven the player from leaving. There could be a road, and whenever he travels down it, he'd keep going and going and going, and then arrive back at his starting location. It'd be like there was some malevolent pull to the manor that was preventing him/her from leaving.

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b) What is the goal of the game again? The player should not leave the mansion, will spend a lot of days there (according to the idea with full moon, etc) but every day he spends there, he is less and less motivated to stay because the situation in there gets worse and worse.

Yeah, the goal of the game isn't to survive for as long as possible, it's to figure out what the hell is wrong with this mansion, preferably stop it, and then escape in one piece.

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c) Putting the house in complete pitch black darkness may not be that good idea. The problem is that in darkness you can not see shadows. You want neutral Nasties, bad Nasties, evil Nasties and more. It would be hard to recognize them visualy. Also dying with terrible death in pitch dark is not that punishing as killing player terribly so he can see it. And the fleshlight is not the solution here since thing that could kill you fear the light.

Fraudian slips are funny.

But yeah, not the entire mansion would be COMPLETE darkness, but there would be dim ambient light, like say, there could be moonlight coming in through windows throughout the mansion, the dim lighting from flickering nearly spent lightbulbs/candles, or other things of that nature. About the 'it would be hard to recognize them visually' comment, that's the point. The player is supposed to be kept on edge from not being able to tell what's immediately trying to harm him, and what's just trying to scare him. Though, I've been thinking, maybe it wouldn't be that the nasties 'fear' the light, so much as they just can't exist in it. Though, if the player can expect nasties, then it might be fruitful to throw in the occasional thing that doesn't follow the same rules as the nasties. I'm still thinking on it though.

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d) Not sure if the player would be all that scared. The exploding windows, and other effects are good but not scary. There may be shock but not fear. The Nasties coming closer and closer trying to kill you may hold the fear level high for longer time. Objects changing places could go unnoticed, rooms shifting may be only confusing. Unseen forces knocking you from the stairs - how would you present this?

Those are just examples. About the stairs though, I thought it would be nifty if there were an really obvious nasty that started following you around, but won't do anything no matter how you interact with it, even if you flashlighted it, it would just reappear a minute later. There could be a hint earlier on along the lines of "Nonviolent doesn't equal benevolent" and it would just follow you and do nothing, until you reached a staircase, where it would then push you down and disappear forever.

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e) Do you imagine linear story? It would make things like atmosphere building and preparing scary moments much much easier.

Yeah, I'm thinking the story would entail the manor as part of an elder god's resurrection, a cult, and the various things surrounding it. For example, the raspy man that calls you could be a tortured soul that avoided being sacrificed somewhere, but is now trapped in the mansion. The Dark Stalker could be a soulless shell of a human being who is the very last remnant of the cult responsible for all the horrible things, and they're both trying to manipulate you into doing different things. Like the raspy man is trying to trick you deeper into the mansion so you can release him, and the Stalker is trying to get you deeper into the manor so he can trick you into making the last sacrifice necessary to bring forth the Elder God. The Stalker, however, has had his human form warped from being in close proximity to an Elder God's power, and so he refuses to introduce himself to you for fear of you becoming scared of him. They both need your help, but there'd be alot of circumstances clouding the truth, and they'd both be giving you misleading information, one out of a fading memory of the truth (from being a ghost) to the other being malevolent and trying to manipulate you (since the stalker needs your help, and he can't force you to do it).

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f) The other characters may be great idea but also may be very weird. If there is one or two sidekicks, you could talk to them, get closer to them ad fear for them. If you have safe room full of specialist for pick locking, hauling, mechanism constructing and ice cream licking, it looses meaning and atmosphere.

I've been thinking about the other companions you might find. I think it would be a good idea these characters were part of the story in some way, and they'd be necessary to advance deeper into the manor. If there were a pair of 'walky talkys' you could find and give one to the other, then you could stay in contact with one even if you split up. I think it would be chilling though, if, for example, you split up to solve so you could do two separate things at once, and then, seemingly at random, on the other end of the walky talky you'd hear him being viciously killed, then then you'd just hear the sloppy, messy noise of something slowly devouring his body. When you go to where he should be, you won't find his body or his attacker. I think that would be pretty scary.

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g) Would be the game scary in the day also?

While outside, and windowed rooms would be well-lit, and thus safe, the deeper parts of the manor could still be dark, and thus dangerous.

Now for Cthulhu's post:

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Another one is sensory overload.  Lots of loud noises, combined with enemies coming from all directions and a very chaotic environment overall can be scary.  It may be my sensory integration dysfunction, but when I'm confronted with a sensory overload situation (Like the circus-tent-esque area in the prologue for Silent Hill 3, or the part in Dead Space where you have to turn on the engine) my usual response is to give up fighting and run, which just enhances the fear because then you're being chased, which is a primal thing that scares just about everyone.

Great idea. Though I feel I should mention that I think it would be best if there were no music at all in the game, just the sounds you hear in the environment. I always felt that having the game have music, and then have it alter itself to be more 'intense' or 'scary' at points just served to psychologically prepare you for what was ahead, and thus made it less scary since you were always warned beforehand of danger.

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I'm wondering, if you make this will it be 3d or 2d?  3d would probably be the best, but 2d would be easier to work with, you could have sequences where it becomes pitch black, so all you can see is the cone of the flashlight, and the rooms and hallways (Procedurally generated via premade sections similar to Nethack) shuffle when you're not looking at them.  Combine this with obviously sinister sounds and you create the feel of a malevolent intelligence trying to confound you.

3d is what I'm imagining here. That's an awesomely good idea there though.

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In 3d you can really get going with the sounds, especially if they use surround sound.

Another great idea I didn't think of. In fact, you have alot of cool ideas with the things and sounds in the walls, and dust in the ceilings and everything.

About the 'balancing the scary to the non-scary' thing, I don't know how to describe what a proper balance would be like, but yeah, I agree with you.

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Have a common and usually not very sinister sound come from next to the player, and when they turn to see what it was have something utterly horrifying inches from their face.  For extra effect, have it scream right as they look at it.

I especially like this idea. It would tie in excellently with the having other things besides the nasties idea.

Another of my ideas is that, occasionally when you use the bed in your safe room, when you wake up you might catch a brief glimpse of the Stalker just as he's leaving your room. Trying to chase after him yields no results, as he just hurries away. I think, also, in a special event, when you wake up and leave the safe room, the Stalker would be just walking up to the door and you catch a glimpse of his horrible soulless eyes and various disfigurements before he kicks you, and knocks you unconscious.

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Also, no quicksaves.  Quicksaves destroy pacing in non-scary games, scary games fare even worse.

Yeah, I think it would be best if the player could only save in the Safe Rooms, or whatever equivalents that happen to be placed in the manor.

About the 'no tutorials' idea, I think it would be best if there were a brief explanation of the controls via some text gently fading in and fading out just as the game begins.
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DennyTom

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #11 on: January 29, 2010, 01:41:46 am »

I would suggest going with 2D.

3D is would much harder to make. Like ^10 harder even if creating the game as a mod (not a bad idea actually).

Also I do not think you will be able to make enough awesome visuals to fully describe the atmosphere. Therefore I would simplify a hope the player has some imagination.

You can still have great sounds in 2D.

I agree with Cthulhu that Doom 3 and FEAR (the fight scenes ... the dreamy scenes and halucinations were scary) were not scary. Same goes to Dead Space. I was really scared the first three/four hours, then I finished it Quake style. Strangely I remember being scared enough when playing Ravenholm part of HL2. I guess it were moments like falling through the ceiling and burning down the headcrab-zombies that kept me from stereotype.

Another inspirational thing I remember are dreams and the circus in Max Payne 2. Oh, I love those.
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Tropico

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #12 on: January 29, 2010, 02:04:38 am »

You've definitely got intellectual gold here. It would take a lot of money (you'd have to make it very, VERY, realistic) But I'm not sure the long-stretch-of-time thing would work out, or at least you'd need to come up with a story that convinces the player that the protagonist is willing to hang out in a terrifying mansion for months on end without sleeping or jumping out a window/committing suicide. But even that would be easily surmountable. You should try and sell this or something.
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DennyTom

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #13 on: January 29, 2010, 02:21:05 am »

... (you'd have to make it very, VERY, realistic) ...

I seriously doubt that. My recommendation would be to go with 2D simplification and if happy with the result then thinking about something 3D.

Imagination can do a lot and visuals are only a part of the atmosphere.
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Tropico

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Re: Game Idea: Lovecraftian Survival Horror
« Reply #14 on: January 29, 2010, 03:00:21 am »

But let's remember that this game would not likely have the depth of Dwarf fortress. It would rely purely on sensory interface with the player, rather than cognitive stimulation. In order to scare someone, you have to make the atmosphere as close to real as possible. In 2D, you might gain respect for your art direction, it may be very tasteful and be a worthy homage to lovecraftian horror, but it won't really be scary... which I'm assuming is the point.
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