Creative Research Blog

All my blog posts for my third year Creative Research module – A study into horror level design, and the creation of a level.

Second survey – Analysis of section 4

The final section of the survey was focused on giving general horror tropes as statements, and having those who took the survey rate which they found scariest. The survey results are visible here.

Overall, the majority of people found being unable to defend themselves scarier than having a limited means of defending yourself (Lending to the cliche)

All but 1 found the constant pursuit of enemies scary, though 33% were indifferent to it, so I should take care to use that technique in limited capacities.

The majority of people found knowing there are enemies, but not knowing what they look like very scary – Adding to the theme that the unknown is a very powerful tool. Bundled with this, not knowing the enemy’s behaviour was also scary to players.

The majority of people found the sound of something moving closer to the player scary, while complete silence (Which I assumed would cause tension and anxiety) was a 50/50 split in terms of effectiveness, again I should take care not to use that too much.

Darkness was found somewhat scary, with the majority of people being indifferent to it, but nobody finding it not scary.

The majority of people found fog to be scary, I should definitely incorporate some form of fog or mist in my level.

As shown earlier, most people didn’t find water scary, and more people found murky water scarier.

Not knowing where to go was mildly effective, but I should take care not to have it result in frustration for the player.

Almost universally, most people found unexplained events such as doors suddenly opening scary.

And finally, and interestingly, many people found going through a door (Having to open a closed one) to be scary – Possibly due to the anxiety of not knowing what may be behind the door.

Closing thoughts provided by those who took the survey

I got some fantastic feedback from  those who took the survey, most of them focusing on a variety of aspects. Some are affected moreso from a strong atmosphere, some are especially suceptible to sounds, one pointing out that in a different game, hiding from an enemy while you can hear it searching for you is terrifying. Some found that being defenceless wasn’t too scary if they knew they could escape from monsters, while another found that being entirely defenceless is the most scary as tension is lost when they are finally armed.

This however was a spectacular response, and I’ll have to leave it here for you to read should you wish. It was incredibly valuable and I’m incredibly grateful for the time the responder took to write this out for me:

 

“My favourite horror game is Alien: Isolation because of the cat and mouse gameplay and its setting. I believe that the xenomorph is also one of the greatest creatures in media – as Ash describes it in Alien, it’s the “perfect organism”. The game uses an incredible interplay of menace and safety, dosing out the danger at the perfect pace to maximise the player’s sense of dread. Even when you’re heavily armed, in the light and far away from the xenomorph, a single mistake is all it takes for it to crawl into a vent and drop down on you. There are so many elements that can attract its attention (setting off an alarm, shooting, running, even using the radar, and so on) that the player ends up in a near perpetual state of risk. The unpredictability of the alien is unsettling enough to fear doing basically anything at all, in case it hears or sees you. Combine that with the humans and androids, and the entire game almost punishes you merely for daring to exist within its world.

Although no longer my favourite, I would also say that Amnesia: The Dark Descent is the best horror game. It goes further than Alien: Isolation by removing all methods of self defense, increasing the tension between systems, and obfuscating more information about the world, story, enemies and even gameplay. In Amnesia, the very darkness that envelops everything becomes an affordance for stealth; however, that very same darkness also weakens the player by turning the playable character insane – spawning creepy cockroach infestations, unsettling noises, enemies, and even eventually killing the PC. This interplay between darkness being safe and dangerous creates permanent tension and turns it into a tangible threat. The medieval-cross-Victorian setting helps exploit this darkness massively, with towering armour sets, heavy curtains, oppressive furnishings, dim candles, grisly paintings and more enhancing the sense of dread and unwelcomeness. It’s familiar enough for the unease and danger to make it feel tainted, like this once beautiful and majestic place is now a crumbling, ruined ode to the madness that pursues the player throughout the game. It is that madness, which works so well as a mechanic, which turns a static environment into an active threat: progressing requires illumination so that the darkness doesn’t turn you insane, but you can’t hide in the light from enemies, and seeing those enemies also drives you mad, so your only option is to run and hide in the dark, which will slowly deplete your sanity. You can hide in a room, close the door, stack crates and chairs against it and then hide in a cupboard and close the doors behind you, but it’s on,y a temporary solution. The monster won’t disappear, and hiding needs you to light a candle to avoid insanity; between the limited amount of tinder for lighting candles and the permanence of danger, there is an inherent tension between progressing and surviving that goes far beyond Alien: Isolation’s comparative ease.

I could go on all day long, but the conclusion is essential,y that fear, in my opinion, comes from the unknown. That fear can then be exacerbated, principally, with: fragility, an active my dangerous environment, limited resources, occasional moments of relaxation, the corruption of a previously welcoming setting, audiovisual trickery, and a permanent tension between systems that avoids frustration and instead builds upon the sense of dread. An underlying sense of tension, sparsely used big scares and occasional moments of release is, ultimately, much more effective than the reliance solely on jump scares which killed off the horror genre in the early 2000s.

Posted by Thomas in Creative Research Blog

Second survey – Analysis of section 3

The third section focused on level building and level techniques, showing screenshots and gathering people’s thoughts on them. As usual, all survey responses are visible Second survey here.

I won’t be reposting the images I sent out here, however they are visible in the survey results document as well as my previous blog post here.

The first screenshot was the intersection. Most people would go straight through the door, which was better lit rather than going right. However, a sizeable amount of people did opt to go right regardless of the obvious danger, with the most common reason being because they want to clear/loot an area before moving on to the next section, which they assume is past the door.

The second screenshot was the dark hallway with shallow water, and windows lining the side with lights glowing from them. I asked how the scene made people feel, with the vast majority feeling anxious – The effect I was hoping to go for. The provided reasons for feeling that way was because of the risk of being spotted by a possible enemy behind the video, or a jump scare that may occur there.

The next two screenshots were of the same scene, one with water and one without, simply asking whether people thought the water added to the scene. The majority (80%) said yes, saying that it added more visual interest to the scene. Other reasons provided were that traps may be hidden under it, or adding tension due to the fact something must have broken for the water to have spilled out, creating tension. And finally, the fact that walking through water may give off more sound and give away their position.

The last screenshot was another dark hallway with a creature in the distance. I asked how the scene made people feel, and what their reaction was. The majority felt scared, with anxious coming in second place. This was the assumed effect, with me assuming again that the unknown would scare the player.

Interestingly, the majority of people would hold still, with the least running towards it. Most people’s reasoning (Provided in the “Why?” section) was that they were hoping to stand still and observe it’s behaviour, or hope that by standing still, it wouldn’t spot them.

Posted by Thomas in Creative Research Blog

Second survey – Analysis of section 2

Section 2 of the survey focused around water in game levels. The responses to the survey as a whole are available here.

The aim of this section was to see if water was worth including in levels.

The first two questions were to see what kind of water (if any) unsettled them in games. The first was whether clear water in games unsettled people, and the vast majority, expectedly, said no.

However, a problem presented itself when it came to whether people found murky water in games scary. Here is the data:Murky water

I wasn’t sure how to interpret this and use this data – it’s presented a bit of a road block in my thought process. I’ve been assuming the whole time that “Ah, more people find this scary, so I’ll include this in my level” and “Oh, this isn’t as scary as I thought so I’ll leave this out.” But here, it’s almost a 50/50 split. Do I use water in my level, and potentially end up annoying half my audience with what they think is a pointless feature? Do I avoid using water, and potentially miss out on scaring half the audience?

This has caused me to shift in my thought process slightly – I’ll not include elements that are voted as not scary (As before), but instead of ignoring such close results, I’ll be sure to include elements of it in my level but not make it a central point, so that it may have a slight effect on the audience that finds water scary, but will not get in the way and be a pointless/boring obstacle to those that are indifferent to it.

Moving on, the next two questions were about player movement through water. The majority of players found walking through water, as well as swimming through water, scary in games (Though they found swimming slightly scarier than walking).

The next few questions were once again rating questions.

I wanted to see what situation people found scarier – Knowing enemies are in the water, knowing SOMETHING is in the water, and not knowing whether something IS in the water or not. All three were rated as fairly scarier, especially between knowing something is in there, and not knowing if something may or may not be in there, but ultimately it was the last option that pulled ahead, most people found not knowing if something may be in there, again, the unknown playing a large part in people’s fears.

Comments

In the closing comments for this section, someone highlighted that the fear of drowning can be scarier than enemies, and that having a limited air supply while swimming through confined spaces can be very scary.

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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.

Comments

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.

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Level Creation – Moodboards

Before designing the levels, I’ve decided to go and create a moodboard containing various old and dilapidated labs and research facilities:

Moodboard

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Second survey – Final section and posting the survey

Second survey – Final section and posting the survey

After having the last 3 sections focus on specific aspects of horror games, I want to leave the last one as a sort of “Final overview” section – Presenting various different statements to again be rated in scariness, from 1 being least to 5 being most.

These will be general horror tropes so I can get a feel of other aspects I could potentially include in my level designs. The statements I’ll present are:

  1. Being unable to defend yourself
  2. Having very limited means to defend yourself
  3. Constant pursuit by enemies
  4. Knowing there are enemies, but not knowing what they look like
  5. Knowing there are enemies, but not knowing their behaviour, how they act and how they attack
  6. The sound of something getting closer to you
  7. Complete silence
  8. Darkness
  9. Fog
  10. Water
  11. Murky water
  12. Not knowing where to go
  13. Unexplained events (Doors opening/closing on their own and more)
  14. Having to go through/open a closed door

And finally, I’ll ask for closing thoughts from people (An optional question, as usual) for them to explain anything I may have missed.

The final survey is available for viewing here:

https://docs.google.com/forms/d/118w8HhUIzl1dQnongx0IkgbYNIB7VFtRA3F1Nb7EMkI/viewform#responses

Posted by Thomas in Creative Research Blog
Second survey – Atmosphere

Second survey – Atmosphere

For the third section, I want to put what I’ve been reading up on to do with level design, focal points, lighting and more to the test and see how people react to certain scenes I’ve assembled with the tools I’ll be using to create my final level.

1

Photo 1 – This is a photo I presented informally to others earlier, touched up slightly to emphasize danger lies to the right. The same question I asked in an earlier iteration of this scene will be asked, however I’ll make clear that you can go through the door. “You come across this intersection. Which way do you go?” With the options being “Through the door” and “Right”.

I’ll then offer an optional “Why?” section, in case people want to elaborate their thoughts.

2

Photo 2 – This is a new scene I created. I was trying to create an environment that’d cause the player to feel anxious, especially due to the lighting, with the bright light coming out the window. I was then hoping that with the murky water, It’d help make the scene feel more claustrophobic and dangerous. For this photo, I’ll ask: “How does this scene make you feel?” With the possible answers being: Indifferent, Anxious, Scared or Other. And again, I’ll be providing a “Why?” option.

3 4

Photos 3 & 4 – This scene was created specifically to see if people feel water adds anything to an environment. It’s the exact same scene, just one has water and the other doesn’t. For these photos, I’ll ask what people feel when they see this scene, like the previous photo, and then I’ll ask them if they feel the water adds to the scene and why they think that.

5

Photo 5 – This is a scene I created to try and evoke anxiety and fear in the player. My reasoning for this is the long, dark hallway with a lone light at the back, and the silhouette of a figure, with no indication of whether it may be hostile or not. The unknown can be a powerful tool, and I wanted to put it to use here. For this screenshot, I’ll ask “You walk down a hallway and suddenly this comes into view. How do you feel?” With the same options the previous photos have. However, on top of that, I’ll ask what the player’s reaction would be, with the choices being:

  • Run towards the figure
  • Run away from the figure
  • Hold still
  • Other

I’ll present the usual “Why?” option in case those who answer want to elaborate on their choice, and at the very end I’ll offer an optional “Any other comments you want to share?”

I feel like these questions and scenes will give good feedback on the level design techniques I’ve been experimenting with.

Posted by Thomas in Creative Research Blog
Second survey – Water in environments

Second survey – Water in environments

Water can be a powerful tool in level design, and can change or improve the aesthetic of various areas. It is also a well known fact that some people fear water, especially deep and murky water. I want to see if It’s something I can exploit and embrace in my level, and as such I’ll be dedicating the second section of my survey to it.

For this area, I’ll be providing simple yes/no questions on top of the typical 1-5 rating questions, to get a feel of what the majority of people think about water.

The questions I’ve decided to ask are:

  1. Does clear water in game levels unsettle/scare you?
  2. Does murky water in game levels unsettle/scare you?
  3. Does having to walk through water in levels unsettle/scare you?
  4. Does having to swim through water in levels unsettle/scare you?
  5. Rate what scares you the most in water levels – The knowledge of enemies in the water?
  6. Rate what scares you the most in water levels – The knowledge that there is something in the water?
  7. Rate what scares you the most in water levels – not knowing what may or may not be in the water?
  8. Rate what scares you the most in water levels – Being unable to see in the water
  9. Any other comments (Optional)

My reasoning for these questions is, once again, I feel they’ll cover a broad range of directions I could go with including water (if at all). I’ll expect that clear water won’t bother many, if at all, though I’m banking on murky water being effective. I’ll also assume that not knowing if something may be in there or not – the unknown – being particularly effective, too.

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Second survey – Enemies and Sound

Second survey – Enemies and Sound

I’ll focus the first section of my survey on enemies, sounds and non-player characters. The way I’m thinking of doing this section is presenting it in a similar fashion to my first one – Allowing users to “rate” statements I’ll write in from 1 (least) to 5 (most scary). I feel that’ll be a more appropriate medium rather than providing a yes/no answer or simply allowing text answers, as that’d potentially take a very long time to collate and may simply put people off answering.

These are what I’ll be presenting people with:

  1. Knowing if there are enemies in the area
  2. Not knowing if there are enemies in the area
  3. Hearing a sound you associate with an enemy (Such as their footsteps or a growl)
  4. Hearing said sound move closer to you, without seeing anything
  5. Not knowing if whatever is giving off the sound is following/pursuing you
  6. Knowing that an enemy is following you
  7. An enemy that is slower than you, but will never stop following you
  8. An enemy that is faster than you, but will stop following you if it loses sight of you
  9. An enemy you can fight back against, but can kill you very quickly
  10. An enemy you can’t fight back against, but takes longer to kill you
  11. Any comments the person would like to share (As an optional field)

With these various statements, I’ll be able to test for various scenarios regarding sounds and NPC’s – If people find unbeatable enemies that struggle to get to the player, or those that can be killed but can also kill you easily, how players react to the unknown, the effect of sounds and noises on them, and the effect being followed will have on the player.

I anticipate that the knowledge you are being followed will be a particularly powerful tool, adding pressure as well as well as stress on the player.

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Creation of the second survey

Creation of the second survey

Now that I’ve settled on what setting I believe will be best to go with, it’s time to begin my analysis on what elements I must include in my horror levels before I begin designing them. I’ve researched various level design theories, and I’ve looked into what elements certain games and films use and how they use them, but I want to get a feel of how people react to certain things directly – I want to find out what people find scariest and try to build a level around that.

If I include that and leave out some of the “fluff”, I’d have a solid baseline to build from. And for that, I need to find out what people feel about various different elements in horror games and films.

I’ll split the survey in different sections touching on different subjects – Enemies/NPCs (Non-player characters), the usage of water in scenes, their reactions to certain scenes (Such as if they think certain lighting setups are better than others, if some levels should have water or not and so on), and a final section touching on various tropes and seeing how effective people feel they are/how they’d react to them.

 

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