New Horror mod for HL2

  • Thread starter Thread starter Daman_dire
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Daman_dire

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I would like to tell everyone about the mod coming out for half-life 2 called Dire. Dire is geared toward the fans of survival horror games. This game will use every method possible to scare the players. All occurrences in this game will be random. You can check us out at moddb.com and at our website. Please stop by and take a look.
 
Look great, I'll play it when it's out, but you have to promise me I won't shit my pants :(
 
By making things completely random, you lose control of how to scare the player.

However, if you added all of your possible scares to a map, and tied them to a percentage probability, every game would be slightly different, even though all of the scares are still planned.

-Angry Lawyer
 
Angry Lawyer said:
By making things completely random, you lose control of how to scare the player.
That's a very astute comment. There's a big difference between surprising the player and scaring the player.

If by scare you mean 'create an uneasiness for', you may do well to read summaries of Freud's and Toderov's theories on "The Fantastic" literary genre. Freud also describes this as the unheimlich, which losely translates as the 'uncanny' (or literally as unhomely or unfamiliar). The general concensus is that this uneasiness is best achieved by treading a thin line between the real and the unnatural, between the explainable and the inexplicable. On the whole you have to provide a feasible explanation for strange things happening, but also leave the audience in reasonable doubt as to whether this explanation is true or not.

Typical trends to explore are automatons, ghosts, the undead, and so on. If done in literature this is best done in a first person narrative. The gaming equivalent of this could be considered the Single Player game, but there is an important difference between the two medias. Computer games provide you with determined visual and aural stimuli, whereas a book allows an author to leave a lot more to the reader's imagination. This method of not overexplaining things and, if neccessary, omitting details could be used to a lesser extent in the creation of a gaming experience.

Hope this is of help.
 
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