Livetweeting Making Horror: Hacking the Brain in Games – Ian Thomas. #NarraScope
Horror is not in the game. It's in the player's mind. You can work with how human brain are hardwired - extrapolation, storytelling, imposing patterns. #NarraScope
You hear scuttling in multiple sources and then an alien drops down. What has actually happened has been a series of sound effects followed by the alien. But the player's brain makes a story about the alien in the air vents. #NarraScope
Soma example: The Jiangshi. You go in, you see a glimpse of a creature, you hide behind some boxes while the creature circles you. Which is done entirely with 3D sound effects, because close up it's ridiculous looking. So Catherine tells you not to look at it. #NarraScope
The player is not playing your game! The player is playing a *mental model* of your game. By suggesting, by sketching out, the player's brain is involved. A thing you can see up close isn't scary. Make the player do the work. #NarraScope
Scott McCloud, Understanding Comics: What happens in the space between comic panels?
Alexis Kennedy, concept of fires in the desert: explain one thing, explain another, and cut between them.
Leaving these gaps is highly interactive.
#NarraScope
"She was the sort of dame to make a bishop kick a hole in a stained glass window." Raymond Chandler. You know everything you need to know. #NarraScope
Low pixel is great! Text is great! You can make the player collaborate with you in building these spaces. #Narrascope
Build empathy: we try to collapse the player and character down, so they're hardwired together. You don't feel sorry for the character, you feel sorry for yourself. #NarraScope
Going to a LARP and getting 40+ pages of backstory is not a good experience. The player gets stressed. What if they get it wrong? #NarraScope
God Rest Ye Merry ghost story [LARP, I think] - sent packet of information to players that included lots of personal documents but did not include information about how the character *felt* about these things. Let the player fill things in. #NarraScope
Remove friction: in Soma, if Simon talks constantly, it breaks the player away. The character has seem something that the player hasn't seen. It produces a break in empathy. They removed all "attention" lines and it worked better. #NarraScope
Consider control systems. You can produce a physical feedback loop from the character to the player. Rumble, audio, visuals - it gets the point if you do it right. Ideally players don't even notice. #NarraScope
If you have to stop and think about what button to press to jump, that's a problem. "I need to jump!" and you jump - good. #NarraScope
Maintain the illusion: Don't let emotional experiences turn into puzzle experiences. Don't force the player to think about the mechanics behind the game. Be bright about exposing your dumb AI, etc. #NarraScope
You want the player to be unable to believe what they've seen, not just the character. Also be careful about plot breakdowns, character behavior breakdowns. Seeing the hands of the writer breaks the illusion. #NarraScope
Drown them in your world: use everything you can. Build your environment. It can extend outside your game. Consider cinema trailers: the best trailers get you into the right mental state for that movie. #NarraScope
Consider the huge buildup at Disney before the train ride. Or it's like going to an escape room that's a murder escape room and the plaster is cracked and the light is flickering. You have so many tools. #NarraScope
Control of choices: Lock down the choices that the player can make. Let them think it's because *they* made these choices, rather than because you did. #NarraScope
Put yourself in their shoes: What would you want to do? And watch your players in alpha and beta testing. What did they try to do? #NarraScope
Scare the player, not the character: It's easy to scare a character. You're writing the character's lines, after all. But it's far more effective to scare the player. Death, family, true love, primal fears - these things resonate with so many people. #NarraScope
When the player puts the controller down. What have you given them to think about? #NarraScope
Knock them off balance: Surprise people. Example: Metal Gear Solid, when Psycho Mantis starts talking about other games you've played. Because it reads your console data. #NarraScope
Remind players about what genre they're in and how it works. Push them to be ready for what's going to happen. Encourage a receptive state of mind in every way you can. #NarraScope
Give them stories to tell: What do you want people to be talking about in the bar afterward? The day after, the years after? Stories will grow in the telling. Not everyone needs to experience it for the experience to spread. #NarraScope
What most makes you feel like... whatever feeling you're trying to inspire. Find the opportunities for those feelings. Pillar moments. Construct the story around them. The connecting material isn't that important. #NarraScope
If all you have is the connecting material, without those pillar moments, then you don't have a good experience. So use every tool you possibly have (sight, sound, scent, badges, trailers, UI, etc, etc, etc) to produce the internal effect. #NarraScope
Use their imagination: most of all, rely on that. Weaving your words is massively interactive. #NarraScope
Leverage potential. In a visual novel, maybe don't play a creaking noise aloud - maybe play a generally creepy soundtrack, and put the creak in text. #NarraScope
Giving the player an agenda is helpful for LARP set pieces. We can ensure where the player will be at what time. This is why God Rest Ye Merry was a *Christmas* ghost story: traditions produce agenda. #NarraScope
Horror is easier. "I must survive" is a very powerful impulse. #NarraScope
Q: What about Twitch?
A: Someone watching a Twitch streamer is paying a lot of attention to the streamer. When that person screams, they'll scream too. It's not as good as directly playing, but it's powerful. #NarraScope
Missing some Tweet in this thread?
You can try to force a refresh.

Like this thread? Get email updates or save it to PDF!

Subscribe to Carolyn VanEseltine @ Narrascope
Profile picture

Get real-time email alerts when new unrolls are available from this author!

This content may be removed anytime!

Twitter may remove this content at anytime, convert it as a PDF, save and print for later use!

Try unrolling a thread yourself!

how to unroll video

1) Follow Thread Reader App on Twitter so you can easily mention us!

2) Go to a Twitter thread (series of Tweets by the same owner) and mention us with a keyword "unroll" @threadreaderapp unroll

You can practice here first or read more on our help page!

Follow Us on Twitter!

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just three indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3.00/month or $30.00/year) and get exclusive features!

Become Premium

Too expensive? Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal Become our Patreon

Thank you for your support!