Sunday 3 November 2013

BA7 | Concept and Pre-Production #08


Ivana Müller - “Gaming After Dark”
Whilst researching for academic sources to read for my research report I came across Ivana Müller who wrote a thesis on subjects closely related to my topic of interest in order to gain the “Master of Arts in Arts and Design” Degree. 

The thesis is called “Gaming After Dark - Visual Patterns and Their Significance for Atmosphere and Emotional Experience in Video Games”. From what you already know of my research report topic, you can understand why this (140 page long…yikes) thesis was so incredibly beneficial for me!!

So, What Have I Done?
Well, I went and read the entire 140 page document of course :D I highlighted and wrote notes on the side ready to post onto my blog. My plan is to print screen the areas I have read and then write further notes on my blog, then ill go onto doing the research associated with the notes. 

The thesis belongs Ivana Müller, I do not own it nor did I write it. However, for the purpose of my studies I have used it as research and reference materials which is why I have highlighted the thesis and taken notes. You can download the PDF version of Ivana Müllers’ thesis here: DOWNLOAD IVANA'S "GAMING AFTER DARK" PDF

Chapter 1: “Emotions and Fear in Video Games”
In this chapter, Ivana discusses the basics of emotions provoked based on “psychological foundations”. There were some interesting sections which I have highlighted with key information regarding how players feel and become emotionally influenced by horror fiction. I have made notes regarding the more specific points Ivana makes but I have also highlighted other key areas that help gain a fuller perspective on the nature of my research report. 

 
Green: Suggesting that horror games are sought out by those who have “specific application motives and personal characteristics”, in other words, those who seek to be thrilled by suspense and horror. Those who want to be scared by a horror game may be drawn to the horror genre are more emotionally affected because they have personal characteristic based motivations for being scared, they want to embrace that emotion and the game plays on that motive.

Blue: The idea that players want to be scared and have the motive to embrace the emotion also relates to the curiosity that the player will show during gameplay.

Purple: Thrill sensation seeking is a reason many players become emotionally affected by horror games. The player understands any danger witnessed during gameplay is not real, and that the return to safety once play finishes draws comfort thus allowing the player to embrace the immersion the game seeks of them providing feelings of pure horror. 

 
Green: A mechanic used in many horror games, films and literature whereby the less known by the audience the better. True of games such as Amnesia in which the player encounters horrific creatures but is usually never in direct contact with them, often seeing them in a space of limited visibility or tricked visually leading the player to conjure up imagery in their imaginations that lead to far superior suspense driven emotions and feelings of intense horror. 

Blue: Richard Rouse states that when the audience is forced to fill in the blanks, it is often far more emotionally horrifying than if the media source gave them a plain sighting or obvious shot. It forms a basis of visual trickery. By this I mean that the player is tricked by the medium and forced to ask themselves questions such as “did I just see something lurking in those shadows” or even to the extent that they make a monster look even scarier in their head based upon their own fears.

An example of this done in a horror game is the “water monster” (aka “Kaernk”) in Amnesia. You never see the monster itself, all the player is faced with is sinister splashes of water that appear to hunt the player when they go in the water filled environments. Players are forced to fill in the visual gap for this monster in their head. 

 Example of "Kaernk" during gameplay in Amnesia
VIDEO SOURCE 


Purple: A character based mechanic used in most horror fiction films is to portray the main protagonist as a weak, over sexualised female who is not very strong or capable of defence whilst placed in a world full of danger she can not overcome. In the film world, this character based mechanic is usually referred to as “the final girl”. A good example can be seen in the original “Texas Chainsaw Massacre” whereby “final girl”, Sally, is a helpless female trying to escape “Leatherface” (whose house and related characters refer to the “world that is inhabited by much more powerfull foes” in comparison to Sally). She is unable to run fast or defend herself from Leatherface as you can see here as she tries to escape in the final scene (SPOILERS). 


"Final Girl" example from the final scene in "The Texas Chainsaw Massacre"
VIDEO SOURCE  

 
Purple: Ann Radcliffes explanation between horror and terror is used on Wikipedia which displays the core extracts from her work to define between the two. I do not want to focus my intentions on this too much as my research report is not focussed on the possible differences between the two, however, it is interesting to determine how the two separately affect audience emotions when viewing horror fiction within a medium.

Wikipedia's page on horror and terror defines some really clear and precise definitions and explanations for the two terminologies and discusses how they affect audience emotions; the part which relates most with my research report. Here is the list that wikipedia lists referring to the differences and similarities between horror and terror: 
  • Both terror and horror are human emotions that evoke different responses.
  • Terror relates with extreme fear and anxiety whereas horror more relates with revulsion.
  • A person feel horrified when they witness something very disturbing or unpleasing.
  • A person feels terrified when under an imminent danger.
Something which made me laugh while reading the page were these two images from Charles Darwin’s “The Expression of the Emotions in Man and Animals”. One is an image based on a photograph of a man expressing horror and the other terror. This is interesting (and funny) because it relates directly to how audiences behave when embracing horror fiction. It made me think about my own facial expressions when im scared of a game or film and caused me to consider the differences in emotion caused by either fear or terror. 

 Charles Darwin's perception of the human emotion "horror"

 Charles Darwin's perception of the human emotion "terror"


Yellow: Ivana goes onto discussing how visual abnormalities often cause an emotional response from the audience, she states that “extreme abnormalities and disfigurement” can be a cause for horror among the audience. She says it relates to the viewers personal phobias playing on the fact that most people are uncomfortable and scared by “weird physical appearances and movements”. 

I have been reading an essay revolving around how patterns of obscurity are used in horror fiction to provoke emotional responses from audiences of horror. This strongly relates to this theory. 

Ivana moves onto discussing how often creatures in horror films and games retain humanistic qualities in regards to movement or form. This is so that the audience can relate to them forming an emotional attachment. However, the audience then realises the severe disfigurements, abnormalities and obscurities that it induces strong fear in the audience.   

A quality example of this in horror games can be found in Silent Hill. Near the beginning of the game, the player and their protagonist avatar James climb into a dark tunnel. The player is then forced to watch a cut scene that introduces the “Lying Figure”; a monster in the world of Silent Hill. 

 "lying Figure" one of the many monsters that inhabit Silent Hill 2
As you can see, the Lying Figure has a form incredibly reminiscent of a humans. You can identify a pair of legs and a head, it even appears as if it has arms trapped under a layer of skin (which is why the monster is otherwise known as “Straight Jacket”). The fear evoked in the player comes from their perceptions of the Lying Figure when they realise how obscure and disfigured it actually is. The creature is not a friendly humanistic monster, it is threatening and dangerous. Any calming sense the player had from it’s human qualities are crushed under the impending horrors it provokes in the form of its terrifying movements, sounds and behaviour.

 Introduction of "Lying Figure" in Silent Hill 2


Orange: A dominant feature in my research report is how mechanics are used within horror to provoke emotions of fear in the audience. Ivana is saying here that the aesthetics of the medium are crucial in creating the desired emotional reaction from the audience. There must be a “procedural rhetoric” of horror that is followed to induce fear in the audience. However, Ivana also states that games are the only form of media that can use “play” as a mechanics to drive fear into the audience; films and literature can not do this. 

 
Green: Something crucial to note here is the terminology used by Ivana to describe the audiences level of immersion within their subject; spatial presence. The term was coined by researchers to refer to immersion. Ivana states that the idea behind it is that the “user gets the feeling of really experiencing something within the virtual environment”. This will be really helpful for my research report when I am referring to the audiences emotions and how they become consumed by them.

 
Chapter 2: “Patterns”
Chapter 2 in Ivana’s thesis focuses upon the patterns used in horror fiction (mainly horror games) and hoe they play an important role in reinforcing the genre to their audience, provoking the correct emotions of fear, anxiety and terror and ultimately how these patterns cross over and merge together to form the horror.

 
Purple: One of the “patterns” I am focussing on in my research report is the cross over in medias such as art, literature, film and games regarding their influences on the horror genre. Ivana clarifies and backs up my theory that mediums such as art have been creating horror for centuries and are no less effective in communicating themes of horror atmosphere than modern day films and games.

I plan to do a blog post focussing on the artworks that have inspired horror fiction and spread into other genres. For example, many Francis Bacon paintings inspired the artists who designed the monsters in Silent Hill; a great example of multi media horror fiction influences. 



  Example of "other world" transformation in Silent Hill Downpour
 
Green: Ivana has a chapter dedicated to “visual semantics”.  Visual semantics, at its core, is everything that you can see and witness. Ivana discusses the visual semantics in horror games and how they are used to provoke emotions of fear, anxiety, nervousness and horror into the audience. This is a mechanic I am going to study further regarding horror games (as I already started with Outlast, only I didn’t use the terminology “visual semantics”) by doing studies and noting down why they are scary. Visual semantics can only be found within the game world and are used as emotional signifiers to the player. Ivana covers the fundamentals…

Visual semantics, as a mechanic, can be used in most forms of visual media. When related to the horror genre, it is often significant visual elements that imply and communicate the genre to the audience. For example, In Outlast, there are walls with notes written to the player in blood. This visual semantic communicates fear and nervousness to the player by forcing a feeling of threat and confusion. The blood signifies a struggle somewhere and supports the idea of danger. 

 An example of visual semantics I found whilst playing Outlast

 
Chapter 3: “Applying Visual Patterns”
Chapter 3 Ivana applies the visual pattern studies and theories onto horror games making reference to other mediums of horror fiction. She talks about how these visual patterns work in order to control and manipulate the audience emotions to ensure the correct reaction is apparent. 


 The obscure  human like figures of Dead Spaces' Necromorphs refer back to Ivanas "disfigurement causes horror" theory

 
Purple: One way in which horror fiction causes emotional reactions surrounding fear and terror is by confusing the audience by visual trickery, a false sense of security within a world or environment or obscuring the norm. Silent Hill does this well as previously shown with the “other world” transition video. But my research report looks further into how films of the same genre recycle mechanics and inspire/influence the mechanic itself. 

“A Nightmare on Elm Street” (the 2010 remake) is an American horror slasher film directed by Samuel Bayer. Ironically this film also makes use of the “final girl” trope I previously mentioned. However, for now I wish to talk about how the film uses distorted and obscured “realities” in order to promote fear in both the audience AND characters within the film.

Characters in the film get hunted down by Freddy Kruger , the main antagonist of the film, in their dreams. Everyone has had one of those weird dreams where what appears to be normal reality suddenly becomes obscure. Sure, not all the time with horrific consequences but in  the dreams of A Nightmare on Elm Street the distortion does create horror. 

 Example of a "normal" environment becoming obscured and unfamilliar in order to create fear related emotions from the 2010 remake of A Nightmare on Elm Street
VIDEO SOURCE 
 

Example of how dynamic lighting causes shadows to intensify and trick players eyes causing fear in Silent Hill 2
IMAGE SOURCE 

 Example of how lighting surrounds the player but darkness often hides evil in Silent Hill 2
IMAGE SOURCE 
  
 Examples of lighting that reiterates Ivana's thesis from Outlast (top) Amnesia (middle) and Dead Space 3 (bottom)




Examples from a variety of films showing why mirrors have become symbolic mechanics for provoking suspense, fear and anxiety into the audience
VIDEO SOURCE



Chapter 4: “Conclusion”
Chapter 4 is Ivana's conclusion to her thesis. I have highlighted small sections from here as I think they prove useful and could be used further by quoting in my research report. Obviously at this stage she is just drawing conclusions to her own research but I think the quotes sum up some of the studies I have been doing too and they will also lead me onto new research for my report. 

 
What’s next?
Ivana’s thesis was by far one of the longest pieces of research I have done yet, but thankfully I have gained a lot of incredibly useful inspiration and information from her work. I still have some further studies to do based upon her work that has inspired me to push my knowledge further and produce studies referring to her work. Ultimately though I am happy with what I have learnt from  her thesis, the main areas of focus being: 


  • Visual semantics (the mechanic and the terminology)
  • Mise-en-scene - research this in regards to how it is used in horror films and translates into games.
  • What is the “un-canny valley” in regards to horror fiction?
  • The importance of lighting for horror fiction to communicate the correct atmosphere.
  • Spatial presence - terminology for audience immersion.

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