Second survey – Analysis of section 1

I’ve left my survey going for a week, unfortunately I didn’t get many responses to it – Possibly because of the length of it? Or maybe people were starting to focus on coursework. Either way, I’ve gotten 15 responses. The data may not be accurate, but I’ll be working from it. The survey responses are available to view here.

Section 1 Analysis – Enemies, NPCs and Sounds

As a remainder, all the questions in this section were rating questions, rating what people found the scariest, with 1 being the least and 5 being the most.

The first two questions were about whether knowing if enemies are in the area is scarier than not knowing whether enemies are in the area. People overwhelmingly found not knowing if enemies are in the area to be scarier than knowing whether there are any or not.

The next two were about sounds, specifically “Hearing a sound you associate with an enemy” and “Hearing the sound move closer to you”. Both were rated as overwhelmingly scary, with the lowest rating garnered by both a 3. This proves that sound can be a very effective tool, and I’ll have to use it in my level.

The following two questions were about enemies pursuing the player, asking whether not knowing if an enemy is pursuing you is scarier than knowing one is. Interestingly, I was expecting not knowing if an enemy is following you to be scarier, due to the inherent unknown involved with that, but actually it turns out  more people find knowing that they are being followed scarier.

After that, I then asked about enemy behaviour and stats, asking which people found scarier – If an enemy that is slower than the player but will never stop following or if an enemy is faster than the player, but will stop following the player if it loses sight of them.  Again I was surprised by the outcome, I was expecting the constant pursuit to be scarier, yet people find enemies that are faster but that will break off pursuit to be scarier.

The last two were about combat and being able to defend yourself, asking if a deadlier enemy that you can kill was scarier than an enemy that takes longer to kill you but is unkillable, and defencelessness ruled supreme here, with the vast majority of people finding the unkillable yet less lethal enemy scarier.


The comments I received at the end of this section brought up that the more time spent with an enemy, the less scary it becomes – Possibly due to the player getting used to it’s behaviours, however a variety of jumpscares occurring in different places may be continually effective.

Another comment brought up the fact that knowing the enemy is there without ever seeing the actual thing for the longest thing (Such as shadows and such) can continually build up tension and keep the player paranoid.