Monster Mechanics & Interactions
Stacey is lead character artist; she is designing all
the scary monsters for our game, however, I am lead games designer and with that comes
the control and power over the gameplay and its mechanics. Under this then
comes monsters and their mechanics in game.
Luckily my group and I share incredibly similar visions
for this game and we all have an idea of how we want the game to scare the
player. I have been thinking of how to show this and how to give examples and
all I can think of are various “funny reaction” videos where you see what’s on
the screen (so you will see the types of mechanics we want) as well as the
players reactions.
REC (warning, ending spoiler!)
First of all I want to show you a clip from the ending
of REC. REC is a Spanish horror film
written and directed by Jaume Balagueró
and Paco Plaza, it was
released in 2007. The clip shows an horrendous zombie monster wondering around
this building in the dark. There are 2 reporters trapped in the building and
are trying to hide from this monster.
Equipped with a camera that has night vision, the 2
people hide at the back of the dark room whilst filming this creature stumbling
towards them, un aware that they are hiding there. When I first saw this, I was
incredibly disturbed by the monsters appearance and the suspense was awful.
So how and why does this relate to our game and its
mechanics. Well, for one the couple are
forced to hide, its their only option. They have no weapons or guns (as far as
I am aware) and are simply too terrified to approach this creature in any way,
let alone to combat it. This is exactly the type of response players we want
our players to have. They wont have weaponry or anything good
enough to warrant an attempt at “beating” the creatures found throughout the
museum and they will have a much better chance at surviving If they
find somewhere to hide instead
of trying to combat.
Then there is monster player interactions to consider.
In this clip we see the monster going about its “normal” business? Either way its just
roaming around, un aware of the peoples presence. This is how
monsters in the museum will behave. We will have various
scripted encounters with
monsters (as in, the player is forced to interact with them in some way every
time they play that section of the game) as well as randomly
generated encounters
where players will run into the monsters when they least expect it.
Monsters still might not become alerted
to players, they might carry on roaming around, being odd and scary and players will get
the chance to sneak past or hide until the monster has
moved on. However there will be times, depending on the players levels of fear
and psyche,
when the monster will be more aware of their presence. This will make it harder
to escape, give them less time to run away and generally make them more
noticeable which makes sneaking much harder. Avoiding monsters all together is the
best option…although you have a camera which you can use to fulfil your
curiosity…at your own risk!
Psyche and fear are elements which will affect the
character in various ways both physically and mentally. In the video you can
hear the peoples incredibly heavy breathing due to how terrified they are. They also stumble
a lot in
the dark before
they find a “safe” place to sit and hide. This is due to anxiety and the sheer
fear that they must quickly find a space to hide. This is something I thought
would be great to implement into our game. If the player’s fear gauge is “high”
then their movements may become clumsy. If they see a
monster and run the other way past a large exhibition display they may accidentally
knock over parts of the environment (out of control by the player) and this
will alert the monster.
Their footsteps will also be heavier as they are panicked
and their breathing will become progressively louder in high fear
situations.
Obviously once in some form of hiding place, these elements will reduce
and the
player will be able to become stealthy again but its that exact element which
causes fear and panic in the player themselves.
“Best Reaction” Compilations & Why They Are
Helpful
Some of the scariest games are played by gamers who then
post their playthroughs and also their reaction cams. This is great for me
because I can show you the elements which these gamers find terrifying judging
by their reactions as well as the part of the game they found scary. Here are
some of the best (and also funny) videos which have inspired me and my
decisions on the scare mechanics of our game.
Why So Scary?
Whilst watching these videos I took notes so that you
can further understand what elements I am cherry picking as ultra scary which I
will then revive within our design document under the games core mechanics.
If a monster is
chasing you its totally scary if the same monster somehow teleports to a corner
you are about to run around thinking you are safe. Like an ambush. A violently
scary and terrifying ambush.
Random jump scares, scripted and natural.
When figures appear randomly in front of you.
When you turn around (possibly in already tense
scenarios but also just normally) and see something standing there as if it has
been watching you the whole time.
Progressively uncomfortable music which gets
louder/worse as you move though the game.
The feeling that you are being followed but haven't been
caught yet.
Distorted visions.
Odd actions, standing still, swaying, not looking at you
but through you etc.
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