Thursday, 16 May 2013

Environment Research - Exploring Fear

Fear is used in a great many of game because they typically provoke the greatest reaction in a player. Close encounters, dead creatures, blood, paranormal things that really get the mind racing. Accompanied by very aerie sounds like howls and screams really create a terrifying mix of fear and suspense.



One of the greatest techniques for fear is the build up of anxiety, dread and suspect. When there is a dark corridor or the music suddenly changes, maybe a distinct noise catches your attention. These are key components to creating something with fear, finally the suspense is broken with a shock or something that requires you to run.

The best kind of fear is something that all humans are affected by, using universal problems will ensure your audience is broad. For example being trapped alone in a very confined space of which you effectually have to move from but you have no idea what will be there when you progress further. Instrumentals play a gigantic roll in portraying fear, you could simply see something brush by you in the shadows or it can be accompanied by a loud crash or screeching sound. This will multiply the effect we are looking to achieve.



One more thing that creates awesome fear in someone is seeing something in the distance, unmoving and silent. The player knows something is going to happen but they have no idea when, this is great for suspense and anxiety. I think with fear it's more the story and events of the game that go along way, you can have a scary room but if nothing happens it's another simple room.

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