Bay 12 Games Forum

Finally... => Creative Projects => Topic started by: JoshuaFH on January 25, 2010, 10:03:10 pm

Title: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 25, 2010, 10:03:10 pm
So I was thinking about horror games, and why they will often fail to inspire any real sense of fear despite the developers going out of their way to make the most horrible and grotesque monsters they can possibly think up.

So I thought of one game that scared the heck out of me, which was 7 Days a Skeptic. What really scared the heck out of me wasn't the Jason-esque villain, it was how seriously downhill the game when when the antagonist finally picked up some speed. To elaborate, during the final stretch of the game, you're by yourself as a metaphysical psychopathic killer stalks you. While the fact that he could kill you in one hit was scary, what was scarier was that you COULDN'T predict where he'd show up, he'd disappear and reappear seemingly at random (though, once you get to know the game, it's not random at all) and all you could do was stun him with a taser gun, which only provided temporary relief.

Then I thought of lovecraft, and why his stories are scary, and it's summed up simply as "The fear of the unknown", which is quite eloquent and powerful as a primal fear.

So I thought of a game idea combining the ideas of unpredictability and the fear of the unknown. Also, a good heapin' dose of helpless and vulnerability won't hurt.

Basically, through reasons both arbitrary and contrived, you'd be a guy/girl in a haunted mansion.

The object of the game would be to explore the mansion, and find means of continuing your existence within certain times limits.

Said mansion is haunted, but not by ghosts, it'd be more like the hotel from the Shining, where the mansion is actually a living thing. Just thought I'd start with that to give you an idea of where I'm going with this idea.

For starters, the entirety of the mansion is dark. When I say that, I mean that almost the entire mansion is near pitch black. Your character will have a flashlight to alleviate this problem though. To put it simply, your life revolves around this flashlight, and for good reason.

To explain the mechanics of the flashlight, it's a wide angle flashlight that provides a constant cone of illumination whereever it is pointed. Besides illuminating whatever it's pointed at, it serves as one of your only sources of defense against the many nasty things in the house. Because, as you explore the mansion, you would see things skulking and creeping in the darkness, thing which simply disappear (as though they never existed) or dissolve quickly in the light. Some of these things are hostile, and constantly dogging you, and your flashlight is your only defense against them. I'll elaborate on that further in just a little bit, but what's important to note is that the flashlight is NOT infinite, nor does it regenerate it's own power. What I mean by this is that there would be a counter in the corner of the screen or something, constantly ticking down your flashlight's power supply. If you run out, you're pretty much at the mercy of everything that might be lurking in the shadows. To get more power, you can find rare batteries to replace dead ones, or you can return to the Mansion's 'safe room' (which will be elaborated on later) which has a charger. I'm somewhat reconsidering the idea of a counter though, since it might ruin immersion. It might be better if the flashlight instead gets dimmer and dimmer, then start to flicker, and then go out, so that it doesn't disturb the atmosphere and provides another layer of suspense in the form of the guesswork you have to do as to how much power you have left. Also, throughout the mansion there'd be mirrors, and light would reflect off of them, preferably in a realistic fashion.

While the flashlight is your main source of light, it's not your only one. There would be matches around the mansion that you can pick up, and use with a button or something. These matches provide a few seconds of dim illumination in all directions. These are more haphazard, since they're finite and can't be easily replenished. However, there would be other uses in the game for the matches. For example, there would be candle's and candle holders all throughout the mansion, which you can light to give extra illumination, if only for as long as the wax candles can hold out. Also, there might be other things like fireplaces, kerosene lanterns, torches, and the like, but you have to be able to light a match in order to use these.
What I'm trying to get at is, you can't use the matches everywhere. There might be places where the air is too moist for the matches to light, or there might be places where the air is filled with flammable fumes and lighting a match will cause an explosing, killing you instantly. To be fair about it though, your character would be able to smell said gas, then loudly exclaim something to the effect of "It smells like gas in here" in order to let you know it's not safe. I also think it'd be a good idea if your character can throw matches/other sources of light for whatever reason.

An important part of the gameplay would include a day/night system where time passes, and the sun will set, the nasties have the darkness and can come out, and then after some time, the sun will rise, and the nasties will then cease to exist. The game would continue like this cycle until the game's end. What's important to consider though, is that since the mansion is a living thing, that it actively changes itself depending on whether it's day or night. What this means is that there are certain things which can only be done during the day and other which can only be done at night, and there might be puzzles which require a little of both. To help with this day/night system, your character would have an old-timey watch to keep track of time and the stage of the moon. Nasties could also fluctuate wildly depending on what time it is, and what stage the moon is at. For example, nasties would be very bad at midnight, but very VERY bad at midnight during a new moon. Also, for a special event, I think it would be cool if there were solar/lunar eclipses, which would send the nasties flying into uncontrollable frenzies, such that even sources of light have trouble dealing with them.

I mentioned a 'safe room' earlier, and I should elaborate on that. In the entire mansion, it's entirely dark, except for the safe room, which is lit by makeshift lamps/lights 24 hours a day. This room is your safe haven, and where you can store supplies (as your inventory is finite), restore your health, sleep for X number of hours (so you can switch between night and day quickly), recharge your flashlight at a special charger. However, the game will tell you when you have access to the Safe room that he flourescent lights are burning out, and that you only have X number of days to find a new one, necessitating that you explore the mansion as quickly as possible. The safe room + flashlight + Helpful note (which tells you how the room works) is prepared for you when you start the game, hinting that there's other people in the house that are desperately trying to survive.

The charger requires special consideration, as, ideally, it doesn't charge the flashlight instantaneously, and the flashlight can't be used as it's charging. This isn't a problem when you have the Safe Room and can simply place the flashlight to charge, and then sleeping for some hours until it's at max charge. However, this becomes troublesome when you have to wander away from the safe room, or when it becomes unavailable and you have to use less conveniently placed chargers.

As I somewhat dislike the concept of puzzles in a survival horror game, there wouldn't be anything like slider/block/jigsaw/math/word puzzles. Instead, you'd have a cell phone, and a creepy man with a raspy voice would be calling you throughout the game, giving you hints, clues, and generally trying to be guide you and be helpful. However, this man's allegiance would be quite hazy, but you need his help to continue. As well as the Raspy man, there would also be the Dark Stalker, another character that sneaks into your room when you're sleeping and leaves notes and presents. There would also be traces of this person around the mansion, in the form of footsteps, other notes, and if you're observant, you might be able to see him in remote locations. He absolutely refuses to introduce himself though, and seems to have ulterior motives of his own, perhaps those that are in direct conflict with those of the Raspy Man's.

Now, with the horror part of the game, while there are nasties, these are only a small subset of your worries. The nasties are actually quite conservative, and are barely harmful, if at all... At first, anyway. The mansion though, since it's a living thing, will directly attack you. These are not literal attacks though, instead, it's things meant to damage your perception and expectations. For example, when walking near a window, the window will spontaneously explode into shards, and it will appear as though a nasty has jumped into the room, when it was in fact just an illusion. A second example, doors would fly open and close, as though things are walking through. Thing might change places, unseen forces might knock you down stairs, things might suddenly drop from shelves, etc. Another example, during a special scene, it would seem that mansion has transformed into a pleasant place, with smiling party-goers that are all seemingly harmless, and then drop the hint that turning off your flashlight is a good idea; it's not a good idea, at all, and it has to do with nasties.

I've been mentioning "Nasties" without actually explaining what they are. Nasties are like ghosts, and these ghosts take many forms. The nasties can be seen as little dark figures and shadows moving in the darkness, but can never be seen if you try to find them with your flashlight. Alot of nasties are completely harmless, so worrying about each and every one is pointless, but more than a few are not only NOT harmless, but out to hurt you. Nasties are VERY afraid of light, and even the strong ones will be afraid of approaching you, for fear of getting hit by your flashlight. As a metric, the weak ones won't be interesting in anything more than playing tricks on you, making it seem as though there are people standing and walking around in the darkness, will take the form of dark children, and run past your knees when you open doors, and generally trying to confuse you. The ones that are actually out to hurt you though, won't only take the form of humans, they'll also approach and hit you/grab you/throw things at you/etc.

As a rule of thumb, ideally, Nasties get more and more aggressive the more days you spend in the mansion. So at the beginning, you might be able to go around the mansion with your flashlight off without too much harm done to you, but later on, you need to cling to a lightsource no matter what, or suffer a horrible death by things you can't see. If you take too long, then bold nasties that aren't afraid of your flashlight will start appearing and they won't be afraid to get hit by the light in order to get close. Some smart ones might appear as well, which will knock your flashlight out of your hand. Then eventually, if you spend a very long time in the mansion, you'll notice that the nasties get less and less human, and take more deranged shapes. There might even be a few that can take a second or two of being hit by the flashlight before dissolving.

Since the Nasties and the mansion exist in harmony, they'll work together, and make it seem as though the walls are moving, that creatures are coming out of the walls, or even shake the floorboards violently in order to trip you. What important is that they don't attack you so often that you get used to there attacks (and thus loses the 'fear factor'), but often enough that you have to be constantly paranoid from attack. They must remain mysterious and impossible to give names or identities to, in this way, they will always be an unknown factor. They must always the thing in the dark and you don't know how it's going to act next, or from where it's going to attack.

One thing to note, however, is that it's futile to 'hunt' the nasties, as they can never truly be killed, and more and more will continue to appear.

It should be noted though, that your character isn't trapped in the mansion, but is forbidden from leaving. Not by arbitrarily locking the front door, but it could be that the haunted mansion is surrounded by haunted forests, and if you try to leave the mansion and venture into the forest, then your character is assailed by countless hordes of the strongest nasties.

Also, I think it would be cool that if you explore deeply enough into the Mansion, then you could find other people with various skills. Like you might find a trapped cat burglar that can unlock doors, or a strong guy that can lift really heavy things.

God, I just thought of this when I woke up, and I wrote all this...
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Hawkfrost on January 25, 2010, 10:26:35 pm
The scariest things are the unknown ones, I agree.
Every horror game/show/movie tends to make the same mistake; they tell you too much about the monsters/murderers/whatever. It isn't scary if you know what it is.
Think about it, why is a horror "whatever" scariest at the beginning, almost always? Because you only vaguely know what your up against.

Even though I don't like games where you are timed, this sounds interesting, similar to a game I was thinking out a month or so ago.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Red Fortune on January 26, 2010, 06:51:11 am
Great idea there, but it would require so much effort it's not funny.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: SHAD0Wdump on January 26, 2010, 07:25:01 am
Man, I'm getting some great imagery just thinking about how this thing would look and play.

I've even got some concepts in my mind for some creatures. If only I was a less lazy individual that I would draw these things.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: h3lblad3 on January 26, 2010, 08:57:23 pm
Disregard me here, said something that was covered in the first post.

(Is there a way to delete posts?)
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 28, 2010, 01:51:50 am
I'm glad people like my idea. Especially since I thought of the idea immediately after waking up from a nightmare.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: xdarkcodex on January 28, 2010, 04:37:30 am
Wow that's alot of writing... :oI read the 1st 10 or so paragraph before my head started hurting lol. Nice ideas but. :)
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Splendiferous on January 28, 2010, 02:53:59 pm
I've already tried this. Won't work. None of us have the talent of ol' horseface. You are doomed. DOOMED!!!

Doomed.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: DennyTom on January 28, 2010, 05:16:45 pm
Ok ... quite a nice start describing the idea and the atmosphere. Basically it reminds me some things from Silent Hill and Alone in the Dark series. Especially Silent Hill 4.



My thoughts and things that would interest me more (I am sorry, I will be using "he" for a player, I am too used to czech grammar):

a) I see a big problem in finding a good way how to hold the player in mansion. Yo do not want to lock the doors but putting outside something that would kill the player is not a solution (haunted forrest filled with strongest enemies is this case). Ideally the player should fear leaving the house even more than staying inside, but I am not sure how to acomplish this. Also - if he cannot leave the mansion, how did he get there in the first place?

b) What is the goal of the game again? The player should not leave the mansion, will spend a lot of days there (according to the idea with full moon, etc) but every day he spends there, he is less and less motivated to stay because the situation in there gets worse and worse.

c) Putting the house in complete pitch black darkness may not be that good idea. The problem is that in darkness you can not see shadows. You want neutral Nasties, bad Nasties, evil Nasties and more. It would be hard to recognize them visualy. Also dying with terrible death in pitch dark is not that punishing as killing player terribly so he can see it. And the fleshlight is not the solution here since thing that could kill you fear the light.

d) Not sure if the player would be all that scared. The exploding windows, and other effects are good but not scary. There may be shock but not fear. The Nasties coming closer and closer trying to kill you may hold the fear level high for longer time. Objects changing places could go unnoticed, rooms shifting may be only confusing. Unseen forces knocking you from the stores - how would you present this? The nice house idea is super awesome.

e) Do you imagine linear story? It would make things like atmosphere building and preparing scary moments much much easier.

f) The other characters may be great idea but also may be very weird. If there is one or two sidekicks, you could talk to them, get closer to them ad fear for them. If you have safe room full of specialist for pick locking, hauling, mechanism constructing and ice cream licking, it looses meaning and atmosphere.

g) Would be the game scary in the day also?
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 28, 2010, 06:05:12 pm
Two things I've found are the scariest.  I mentioned one already today, making them question their senses.  A visually busy environment, combined with dynamic shadows can make the player see things where there aren't, creating a great amount of tension without any scripted encounters that the player will get used to.

Another one is sensory overload.  Lots of loud noises, combined with enemies coming from all directions and a very chaotic environment overall can be scary.  It may be my sensory integration dysfunction, but when I'm confronted with a sensory overload situation (Like the circus-tent-esque area in the prologue for Silent Hill 3, or the part in Dead Space where you have to turn on the engine) my usual response is to give up fighting and run, which just enhances the fear because then you're being chased, which is a primal thing that scares just about everyone.

I'm wondering, if you make this will it be 3d or 2d?  3d would probably be the best, but 2d would be easier to work with, you could have sequences where it becomes pitch black, so all you can see is the cone of the flashlight, and the rooms and hallways (Procedurally generated via premade sections similar to Nethack) shuffle when you're not looking at them.  Combine this with obviously sinister sounds and you create the feel of a malevolent intelligence trying to confound you.

In 3d you can really get going with the sounds, especially if they use surround sound.  Weird, unexplainable noises (Really unexplainable, stuff you have no idea how to attribute to something concrete, may be hard to create) coming from inside the walls, maybe moving around you and combined with visual effects like walls cracking and dust coming from the ceiling.  That last one is great for getting a person to run, at least in my experience.  A loud, deep thrumming sound coming from far down a pitch-black hallways, combined with dust falling from the ceiling like something huge is coming.

Startling the player is to fear what lolsorandum is to comedy.  If it's all you do, or you do it too much, you're not scary.  Doom 3 is not scary.  FEAR is not scary.  If you do it occasionally though, especially when the person isn't expecting it, it's great.  Have a common and usually not very sinister sound come from next to the player, and when they turn to see what it was have something utterly horrifying inches from their face.  For extra effect, have it scream right as they look at it.

Another thing.  Difficulty is a very hard thing to do in scary games.  Too easy, and it's not scary.  Too hard, and you die so much it stops being scary.  You have to constantly keep the person afraid that they could be killed at any moment, while only actually killing them occasionally.

Also, no quicksaves.  Quicksaves destroy pacing in non-scary games, scary games fare even worse.

Also also, I disagree with the idea of finding other people.  You should be very, very alone.  I would go as far as to say no tutorials.  If you want to take it all the way, no spoken English at all in the game.  Isolate the main character completely from any contact with other humans.


Now you've got me all thinking about this, and it doesn't help that I've been playing a lot of horror games lately.

Here's a tentative idea for a beginning sequence as well as an explanation for why the player is there, why it's haunted, and why you can't escape.  You're a teenager (I picture in my head a girl, but it doesn't have to be.  The game says "Female protagonist" to me but I dunno) who gets dared to stay a night in the old Whoeversby Manor.  The opening sequence you drive to the manor along a long winding road through a somewhat sinister forest.  When you reach the mansion you go about exploring until you reach the safe room.  The house, while being creepy and having some false scares, isn't anything terrible, and doesn't seem haunted.  When you reach the safe room, however, you do something.  I'm not sure what, some kind of obvious trigger.  When you do that, there's the sound of gale force wind outside, any lights still on in the house start flickering and dying, and it becomes very dark.  Other, less identifiable noises start emitting from in the walls, outside the door, stuff like that.  Whatever you do causes you to be transported into some alternate, terrifying dimension.  You, of course, don't know that, and the goal of the game is to find out what's going on and reverse the process.  The safe room is partially in the real world, partially in this new world.  That's why it's safe.  The nasties can't get in, and the mansion doesn't do anything evil.

If you attempt to leave the house through the front door, the road and street are gone, and the forest has moved in to the point where trees are touching the front porch.  The trees are huge and indeterminably tall.  All around are howls, cackles, and other sinister noises, and as soon as you step into the woods something starts chasing you.  I don't like the idea of vanilla nasties, just superpowered.  I think there should be one singularly horrifying monster that stalks you when you go into the woods, and you never get a really good look at it.  It's just like Jaws, it's scary because you never see the whole shark.  If it catches you, maybe you're suddenly knocked down and dragged under the roots of a nearby tree or something.

The forest is, of course, infinite.  You can never escape, and if you're feeling really bastardly you can make it so no matter what direction you take you'll eventually come back to the house.

The forest should be the first real indicator that you're no longer in the same mansion, even if it looks the same.

You can take any of my advice you choose, but I still don't like the raspy voice or the dark stalker.  Alienation is a very scary thing, and another person, even a mysterious and sinister person, provides a dim light and a lifeline to sanity.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 28, 2010, 10:46:40 pm
I've been thinking more deeply on this idea, and so I guess I'll add to it as fit.

Quote
a) I see a big problem in finding a good way how to hold the player in mansion. Yo do not want to lock the doors but putting outside something that would kill the player is not a solution (haunted forrest filled with strongest enemies is this case). Ideally the player should fear leaving the house even more than staying inside, but I am not sure how to acomplish this. Also - if he cannot leave the mansion, how did he get there in the first place?

As for leaving the mansion, the player could go outside, such as to go into the various courtyards, cemetaries, etc. It would just be that trying to leave the area would result in horrible death. I just hate invisible walls with a firey passion. Well, the story could be something like: the player character has strange dreams of a manor, and is instinctively compelled to go investigate. When he arrives there, he goes inside for but a few minutes, but when he comes out, he car is trashed beyond repair. By who? Who knows! I've been thinking though, you know how in Trilby's Notes whenever you tried leaving the mansion, you'd mysteriously circle around and arrive back at the hotel? Maybe something like that would be in order to preven the player from leaving. There could be a road, and whenever he travels down it, he'd keep going and going and going, and then arrive back at his starting location. It'd be like there was some malevolent pull to the manor that was preventing him/her from leaving.

Quote
b) What is the goal of the game again? The player should not leave the mansion, will spend a lot of days there (according to the idea with full moon, etc) but every day he spends there, he is less and less motivated to stay because the situation in there gets worse and worse.

Yeah, the goal of the game isn't to survive for as long as possible, it's to figure out what the hell is wrong with this mansion, preferably stop it, and then escape in one piece.

Quote
c) Putting the house in complete pitch black darkness may not be that good idea. The problem is that in darkness you can not see shadows. You want neutral Nasties, bad Nasties, evil Nasties and more. It would be hard to recognize them visualy. Also dying with terrible death in pitch dark is not that punishing as killing player terribly so he can see it. And the fleshlight is not the solution here since thing that could kill you fear the light.

Fraudian slips are funny.

But yeah, not the entire mansion would be COMPLETE darkness, but there would be dim ambient light, like say, there could be moonlight coming in through windows throughout the mansion, the dim lighting from flickering nearly spent lightbulbs/candles, or other things of that nature. About the 'it would be hard to recognize them visually' comment, that's the point. The player is supposed to be kept on edge from not being able to tell what's immediately trying to harm him, and what's just trying to scare him. Though, I've been thinking, maybe it wouldn't be that the nasties 'fear' the light, so much as they just can't exist in it. Though, if the player can expect nasties, then it might be fruitful to throw in the occasional thing that doesn't follow the same rules as the nasties. I'm still thinking on it though.

Quote
d) Not sure if the player would be all that scared. The exploding windows, and other effects are good but not scary. There may be shock but not fear. The Nasties coming closer and closer trying to kill you may hold the fear level high for longer time. Objects changing places could go unnoticed, rooms shifting may be only confusing. Unseen forces knocking you from the stairs - how would you present this?

Those are just examples. About the stairs though, I thought it would be nifty if there were an really obvious nasty that started following you around, but won't do anything no matter how you interact with it, even if you flashlighted it, it would just reappear a minute later. There could be a hint earlier on along the lines of "Nonviolent doesn't equal benevolent" and it would just follow you and do nothing, until you reached a staircase, where it would then push you down and disappear forever.

Quote
e) Do you imagine linear story? It would make things like atmosphere building and preparing scary moments much much easier.

Yeah, I'm thinking the story would entail the manor as part of an elder god's resurrection, a cult, and the various things surrounding it. For example, the raspy man that calls you could be a tortured soul that avoided being sacrificed somewhere, but is now trapped in the mansion. The Dark Stalker could be a soulless shell of a human being who is the very last remnant of the cult responsible for all the horrible things, and they're both trying to manipulate you into doing different things. Like the raspy man is trying to trick you deeper into the mansion so you can release him, and the Stalker is trying to get you deeper into the manor so he can trick you into making the last sacrifice necessary to bring forth the Elder God. The Stalker, however, has had his human form warped from being in close proximity to an Elder God's power, and so he refuses to introduce himself to you for fear of you becoming scared of him. They both need your help, but there'd be alot of circumstances clouding the truth, and they'd both be giving you misleading information, one out of a fading memory of the truth (from being a ghost) to the other being malevolent and trying to manipulate you (since the stalker needs your help, and he can't force you to do it).

Quote
f) The other characters may be great idea but also may be very weird. If there is one or two sidekicks, you could talk to them, get closer to them ad fear for them. If you have safe room full of specialist for pick locking, hauling, mechanism constructing and ice cream licking, it looses meaning and atmosphere.

I've been thinking about the other companions you might find. I think it would be a good idea these characters were part of the story in some way, and they'd be necessary to advance deeper into the manor. If there were a pair of 'walky talkys' you could find and give one to the other, then you could stay in contact with one even if you split up. I think it would be chilling though, if, for example, you split up to solve so you could do two separate things at once, and then, seemingly at random, on the other end of the walky talky you'd hear him being viciously killed, then then you'd just hear the sloppy, messy noise of something slowly devouring his body. When you go to where he should be, you won't find his body or his attacker. I think that would be pretty scary.

Quote
g) Would be the game scary in the day also?

While outside, and windowed rooms would be well-lit, and thus safe, the deeper parts of the manor could still be dark, and thus dangerous.

Now for Cthulhu's post:

Quote
Another one is sensory overload.  Lots of loud noises, combined with enemies coming from all directions and a very chaotic environment overall can be scary.  It may be my sensory integration dysfunction, but when I'm confronted with a sensory overload situation (Like the circus-tent-esque area in the prologue for Silent Hill 3, or the part in Dead Space where you have to turn on the engine) my usual response is to give up fighting and run, which just enhances the fear because then you're being chased, which is a primal thing that scares just about everyone.

Great idea. Though I feel I should mention that I think it would be best if there were no music at all in the game, just the sounds you hear in the environment. I always felt that having the game have music, and then have it alter itself to be more 'intense' or 'scary' at points just served to psychologically prepare you for what was ahead, and thus made it less scary since you were always warned beforehand of danger.

Quote
I'm wondering, if you make this will it be 3d or 2d?  3d would probably be the best, but 2d would be easier to work with, you could have sequences where it becomes pitch black, so all you can see is the cone of the flashlight, and the rooms and hallways (Procedurally generated via premade sections similar to Nethack) shuffle when you're not looking at them.  Combine this with obviously sinister sounds and you create the feel of a malevolent intelligence trying to confound you.

3d is what I'm imagining here. That's an awesomely good idea there though.

Quote
In 3d you can really get going with the sounds, especially if they use surround sound.

Another great idea I didn't think of. In fact, you have alot of cool ideas with the things and sounds in the walls, and dust in the ceilings and everything.

About the 'balancing the scary to the non-scary' thing, I don't know how to describe what a proper balance would be like, but yeah, I agree with you.

Quote
Have a common and usually not very sinister sound come from next to the player, and when they turn to see what it was have something utterly horrifying inches from their face.  For extra effect, have it scream right as they look at it.

I especially like this idea. It would tie in excellently with the having other things besides the nasties idea.

Another of my ideas is that, occasionally when you use the bed in your safe room, when you wake up you might catch a brief glimpse of the Stalker just as he's leaving your room. Trying to chase after him yields no results, as he just hurries away. I think, also, in a special event, when you wake up and leave the safe room, the Stalker would be just walking up to the door and you catch a glimpse of his horrible soulless eyes and various disfigurements before he kicks you, and knocks you unconscious.

Quote
Also, no quicksaves.  Quicksaves destroy pacing in non-scary games, scary games fare even worse.

Yeah, I think it would be best if the player could only save in the Safe Rooms, or whatever equivalents that happen to be placed in the manor.

About the 'no tutorials' idea, I think it would be best if there were a brief explanation of the controls via some text gently fading in and fading out just as the game begins.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: DennyTom on January 29, 2010, 01:41:46 am
I would suggest going with 2D.

3D is would much harder to make. Like ^10 harder even if creating the game as a mod (not a bad idea actually).

Also I do not think you will be able to make enough awesome visuals to fully describe the atmosphere. Therefore I would simplify a hope the player has some imagination.

You can still have great sounds in 2D.

I agree with Cthulhu that Doom 3 and FEAR (the fight scenes ... the dreamy scenes and halucinations were scary) were not scary. Same goes to Dead Space. I was really scared the first three/four hours, then I finished it Quake style. Strangely I remember being scared enough when playing Ravenholm part of HL2. I guess it were moments like falling through the ceiling and burning down the headcrab-zombies that kept me from stereotype.

Another inspirational thing I remember are dreams and the circus in Max Payne 2. Oh, I love those.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Tropico on January 29, 2010, 02:04:38 am
You've definitely got intellectual gold here. It would take a lot of money (you'd have to make it very, VERY, realistic) But I'm not sure the long-stretch-of-time thing would work out, or at least you'd need to come up with a story that convinces the player that the protagonist is willing to hang out in a terrifying mansion for months on end without sleeping or jumping out a window/committing suicide. But even that would be easily surmountable. You should try and sell this or something.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: DennyTom on January 29, 2010, 02:21:05 am
... (you'd have to make it very, VERY, realistic) ...

I seriously doubt that. My recommendation would be to go with 2D simplification and if happy with the result then thinking about something 3D.

Imagination can do a lot and visuals are only a part of the atmosphere.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Tropico on January 29, 2010, 03:00:21 am
But let's remember that this game would not likely have the depth of Dwarf fortress. It would rely purely on sensory interface with the player, rather than cognitive stimulation. In order to scare someone, you have to make the atmosphere as close to real as possible. In 2D, you might gain respect for your art direction, it may be very tasteful and be a worthy homage to lovecraftian horror, but it won't really be scary... which I'm assuming is the point.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Psyco Jelly on January 29, 2010, 03:16:06 am
Recently, playing Demon's Souls for the PS3, I have found something that scared me. The game itself makes you paranoid about ambush, but one specific area takes it to a new level.

There is a place called the Tower of Latria. The inside is almost completely dark, except for a very small light source surrounding you (a gem on your belt). Upon my first exploration, there were distant screams and moans, and the place was filled with prison cells. After walking forward I heard a not-entirely-natural voice say "Please... Help me!". It sounded distressingly close, so I checked my immediate surroundings. Nothing, that's a good sign. Then, I see inside one of the cells a chair covered in spikes... An iron maiden, shackles... Standard dungeon affair, I suppose, but now I truly respect their ability to truly creep the fuck out of someone.

I find a lighted place where the ledge I'm standing on (in a tower, too dark to see the bottom) tapers to the right. There are some keys on the wall. Before I grab them, ding. I hear a distant ringing sound. I look around, and I see nothing. I pick up the keys, and then... DING. The bell is much closer. I turn, to be greeted to a wretched screech-gargle, coming from a robed humanoid figure with a number of tentacles surrounding a beak in place of a face. It is literally five feet in front of me, and it waves it's hand. A burst of energy radiates from it, pinning me in place. Then, it's tentacles begin to thrash, and from it's beak a long fleshy lance bursts forth, penetrating my helmet and piercing my skull, killing me.

This is the most scared I have ever been in a video game, I still loathe going to that place, it's not that it's more difficult than the other areas, but it is a hell of a lot scarier. As a tip, shock is sudden. Dread is built by atmosphere. You need to have a building sense of dread, followed by a moment of perceived safety. Then a surprise. The bell should be a plus on my side, I can tell when the things (turns out there are more than one) are coming, but you're more scared when you know something's coming.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: xdarkcodex on January 29, 2010, 03:24:01 am
It's one of those " it's quiet...too quiet." moments.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 29, 2010, 10:45:30 am
Just remember that shock ceases to be effective if you do it too much.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Hawkfrost on January 29, 2010, 11:28:02 am
All around are howls, cackles, and other sinister noises, and as soon as you step into the woods something starts chasing you.  I don't like the idea of vanilla nasties, just superpowered.  I think there should be one singularly horrifying monster that stalks you when you go into the woods, and you never get a really good look at it.  It's just like Jaws, it's scary because you never see the whole shark.

Exactly, when you don't know what it is, it's much scarier.
Some darting shadow among the trees that follows you and slowly gets closer is scarier than a big raging monster charging.

After walking forward I heard a not-entirely-natural voice say "Please... Help me!". It sounded distressingly close, so I checked my immediate surroundings. Nothing, that's a good sign. Then, I see inside one of the cells a chair covered in spikes... An iron maiden, shackles... Standard dungeon affair, I suppose, but now I truly respect their ability to truly creep the fuck out of someone.

Oh god, personally, I can't handle stuff like that.

I find a lighted place where the ledge I'm standing on (in a tower, too dark to see the bottom) tapers to the right. There are some keys on the wall. Before I grab them, ding. I hear a distant ringing sound. I look around, and I see nothing. I pick up the keys, and then... DING. The bell is much closer.

That kind of stuff is also good, especially if your trying to do something as you hear the noise approaching. A rather innocent sound like a bell is worse than the sound of snarls.



If you want it to be scary, foremost, it has to be unexpected.
Sometimes certain things happen, other times they don't.

Lets say, for an example, your walking down a hallway and steer into a room in the side.
As you cross the room to check a desk you see a mirror in the corner, reflecting the room.
You search the desk, maybe find a trinket.
As you walk back across the room in the corner of your eye you see something in the mirror, but as you turn to look, nothing is there.
You walk up to it, but nothing happens.
So you walk back across the room, glancing back a few times. Finally you shrug and get to the doorway, and take one last look back.

There is something right behind you.


If you do something like that, then there should only be a tiny chance that it could happen. Sometimes maybe you see something in the mirror once but nothing occurs, you never get attacked. Most times you never see anything in the mirror at all.
A good balance of real danger and perceived danger helps to keep the player guessing and not sure of what will happen.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 29, 2010, 02:57:52 pm
Or, you're walking down a hallway.  You hear something breathing right behind you.  You turn around, nothing's there, and the breathing quickly moves behind you.  You turn around again, still nothing.  It teases you for a few minutes like this, moving around you, until you're turned away from the direction you were originally walking and the breathing stops.  You decide nothing's wrong, and turn around.  There's a grayish face, featureless except for two dark spots where the eyes should be, right in front of you.  When your flashlight hits it it shrieks and bursts into mist, which dissipates.  All pants in the vicinity will be wet.

Also, pianos.  Pianos in a dark mansion are all different kinds of scary, especially when they're playing for no reason.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: DennyTom on January 29, 2010, 03:40:37 pm
I just started Bioshock. Man, I suck at scary games...

There was one lovely scene (spoilers obviously):
Spoiler (click to show/hide)

Anyway the game uses one great mechanic. It shows you what you should fear with beautiful gruesome demonstrations. The Little Sister collects Adam, Splicer comes, attacks Little Sister, Big Daddy kills the Splicer, all behind the window. I like it. It is like a tutorial but without explicitely saying whats going on (sadly the friend on the radio tells you, but I guess that is only to be sure the game is idiot proof). Watch-n-Learn is much less breaks the theme than tutorial and much less frustrating than Try-n-Error (or how should I type it).
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 29, 2010, 03:42:09 pm
Yeah, that scared me too.

Just wait until you meet the head doctor.  The first sequence when you find him isn't exactly scary, but it's really epic.


If you've played it, you know what I"m talking about.

Spoiler (click to show/hide)
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: qwertyuiopas on January 29, 2010, 08:07:17 pm
Have GMOD?

Seen the Harmless Companion Cube (http://www.facepunch.com/showthread.php?t=493321)?


Not especially bad, but if you spawn quite a few of them...
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on January 29, 2010, 09:15:12 pm
Alright. Let me first say I would never play this game in a million fucking years ever.

That said, I'd watch every single Youtube video about it, look up all info on the game itself and the collective weight of the scariness would cause insomnia for the rest of the year. So I'd like to be in on this.

Now, for the 'thing appears right in front of you' scare, here's my take.

Walking should cause noise. Not much noise, but enough that it's always on the edge of your hearing no matter what, so when you stop walking, the noise disappearing makes everything seem unnaturally silent. I think you can see where I'm going with this. At one point, after you've been playing the game for at least an hour, there is a totally random chance that once you stop walking, the sound will continue. Looking around, you'll see nothing. This effect keeps happening until about five minutes later, when it stops. Then, when you look around, a misty Grey vapor should be floating in front of you. It'll do nothing, even when you aim your flashlight at it (even if you accidentally the whole flashlight at it). Then, when you turn away, it grabs you, forcibly spins you around and screams in your face, its face now a horrifying gaunt visage of a tortured soul. Its eyes should implore you for something before a few seconds later, it's dragged backwards into the wall, still screaming. This would only ever happen once, and it'll make something so simple as stopping moving terrifying for the rest of the game.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 29, 2010, 10:04:08 pm
Yeah, I remember Yahtzee describing something similar when he was describing Silent Hill 2. With the footsteps, but not the scary ghoul.

Man, alot of Yahtzee references on my part.

I wish I were actually a game developer or something, then I could actually make something like this.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on January 29, 2010, 10:07:53 pm
I just took Cthulhus advice and thought up a situation with a shock scare that never happens again, though you think it will.

But hey, pitch it to some company. I bet they'll eat it up with a spoon.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Sensei on January 29, 2010, 10:49:54 pm
Bonus points if your character doesn't die (except when they blow themself up or whatever), only go insane- implying that that's what happened to the Raspy Voice and Dark Stalker.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 30, 2010, 10:37:24 am

But hey, pitch it to some company. I bet they'll eat it up with a spoon.

We already went over this, that never happens because game developers don't want to spend a few years working on someone else's game when they have their own they want to make, among other reasons.

Anyway, journal.  I think that's the best way to do tutorials.  Have the main character keep a notebook and occasionally write something in it, with hints of how to do things.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Outcast Orange on January 30, 2010, 01:11:58 pm
If any of you want to feel suspense,
 and have an open mind,
 look up "Dear Ester".

It's a mod for Half Life 2,
 and one of my favorite Indy things ever.

I'll try the cube thing out when I get GMod.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on January 30, 2010, 01:13:05 pm
I saw a bit of that yesterday. Voice acting is fantastic.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: The Mad Engineer on January 30, 2010, 03:53:01 pm
One thing to remember about true "fear", and not just plain adrenaline, is the technique of the malign paradigm shift.

Make a single thing that the player can rely on amidst all the scariness.  A sidekick, a saferoom, or a friend, and then make them the actual bad guy.  Perhaps instead of spending the whole game in the mansion, give the player some breathing room.  Let them go home once the sun comes up, but when it sets, you have to be in the mansion, or you'll find yourself in the forest.

Let them feel at home.  Give them a loving family, and some interesting subplots.

Then, at the end of the game, make it very clear that the night dimension is, in actuality, a far, FAR more safer place than the daytime.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on January 30, 2010, 03:58:04 pm
I see what you mean. And the best way to do that is to make staying in the saferoom more and more unsettling as time goes on, ala Silent Hill 4.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Luke_Prowler on January 31, 2010, 05:24:46 am
I think that, rather than take the tried and true method of making it impossible to escape, you should let the player be able to leave. They walk down the dirt road away from the mansion, and they get a non-standard game ending. "And [game character] lived happily ever after". It allows you to control the story, but without making it seem like you're putting the player on rails.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on January 31, 2010, 05:27:24 am
Actually, there's probably a bunch of reasons why that's a bad idea, but since I'm shortsighted, the main thing I can see is this is a wonderful way to convey the fact that your character is insane.

But still, I don't like it. Why would you bother sleeping in the saferoom if you could in fact go home and come back during the day?

Wall Banger.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Luke_Prowler on January 31, 2010, 05:41:28 am
Ok, I'd admit, it's not the best thing I've thought of.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: TheNewerMartianEmperor on January 31, 2010, 06:54:59 am
To combat that, let there be a hook, something story-wise that's keeping you there, but not physically. Sure, you can walk away, but something horrible will happen, wether this is explicit in the ending thing you get or not is up to you.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 31, 2010, 07:12:42 am
I suppose, yeah, that could work. I would just be like the 'bad' ending to Cave Story, where you leave on the dragon and let the Doctor do whatever he wants. I'm not fond of the idea though.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: qwertyuiopas on January 31, 2010, 09:13:26 am
Maybe have multiple "flee" endings based on some insignificant factor such as what time of day it is, ranging from "ok, I guess" to utter horror.

If the best (escape without solving everything) endings were from fleeing in the early morning, but got progressively worse as night approached, and stayed worse until maybe an hour before the "best" was available...

Also, if the slightly worse flee endings gave the impression of something following you from the house, that you would never be totally free of it, (maybe with text saying 8 years later, your family/friends suddenly started dying/disappearing mysteriously, and then it came for you), and it gets progressively worse.

Possibly explain in the journal/text you find/whatever that once you leave, it isn't safe/isn't possible to return, and that IT doesn't want you to leave unharmed, and there is only one hour of the day where IT is totally powerless to persue you or send it's minions.

Maybe have a plot device trap you in an alternate reality of the house, where it is perpetual midnight, until you solve the plot around it, and the further you travel, the blurrier the world gets, and if you do run all the way to the flee exit, your character would start to fade away as well, and just cease to exist.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Cthulhu on January 31, 2010, 10:36:49 am
I still think there should be no way to escape from the house before you've done what needs to be done.

A "Oh, you finished the game, but you got a bad ending" situation seems like an artificial way to keep the player in.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: The Mad Engineer on January 31, 2010, 12:00:49 pm
You could make it like the Path, where if you leave without exploring it informs you that nothing happened.

A boring life.  That was enough for me to search out the wolf in The Path, yet still making it scary since you know that you're doing this horrible thing by choice.  Fighting for your life is one thing, and not so horrific.  Fighting because you made a foolish and bad choice is quite another.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JoshuaFH on January 31, 2010, 12:11:02 pm
I hear about the Path, but I've never played it. I should really get around to doing that.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: DennyTom on January 31, 2010, 02:13:18 pm
Maybe even better - it could let you play that "several years later". Anyone played Mafia?
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: alfie275 on January 31, 2010, 06:32:45 pm
A cool idea, it would have to be non necessary, would be to use the status lights on the keyboard to convey meaning, ie if there is an item to your left the num lock lights up, if it's forward the caps lights up, if it's to the right the scroll lock lights up and if it's behind then num lock and scroll lock both light up.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: qwertyuiopas on January 31, 2010, 10:03:42 pm
Then it would be mandatory to have a segment where something circles you and/or scrambles item detection, and causes the lights to blink crazily.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Luke_Prowler on January 31, 2010, 11:00:26 pm
What if the keyboard doesn't have those status lights? or if it's a console port (unlikely, but still)?

What's the level of mind screw in this game? Because it should have at least have one endless hallway/stairs/room sequence.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Tropico on February 01, 2010, 01:24:53 am
I think it goes without saying that you would need a very compelling reason for making the character, and player, want to stay in the mansion as long as possible. It may seem cliche, but there's a reason Mario is always trying to get Princess Peach back. If you just say, "Hey, you can stick around if you want, or leave in safety." no matter how much of a fear junky the player is, instinctual nerves will always get the etter of him or her, sooner or later.

I think the most efficient and graceful option would be to give a reason why you're there ("My girlfriends lost!" or "There's a rumor there's treasure in here" whatever), and then have the protagonist realize that it's to scary and he wants to leave, only to find the layout of the mansion keeps changin on him (Difficult on a technical level without saying "This door is locked," fifty-million times.) The player can then choose whether to focus on manning-up and accomplishing his original goal, or spend his time getting the hell out of there. And there's where the multiple endings come in.

on a side note, it is imperitive that the protogonist be alone throughout the game. Although it increases greatly narrative possibility, nothing kills deep, real fear (i.e. not cheap Resident Evil thrills) like having a smooth-talking, ever-helpful Atlas around to provide you with supportive human contact. As long as the player knows that there is absolutely nothing out there to help, save, or comfort him, he'll will be constantly on edge.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on February 01, 2010, 01:47:46 am
I think it goes without saying that you would need a very compelling reason for making the character, and player, want to stay in the mansion as long as possible. It may seem cliche, but there's a reason Mario is always trying to get Princess Peach back.

No, there isn't, not really. Mario is a stupidly submissive masochist who saves the Princess because she demands it and because he has some sort of crush on her, feelings which she never, ever returns, and she's so utterly dependent on him to get her out of trouble and she knows that he's going to, so she's sort of stopped caring when he saves her.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Tropico on February 01, 2010, 06:19:51 pm
I think it goes without saying that you would need a very compelling reason for making the character, and player, want to stay in the mansion as long as possible. It may seem cliche, but there's a reason Mario is always trying to get Princess Peach back.

No, there isn't, not really. Mario is a stupidly submissive masochist who saves the Princess because she demands it and because he has some sort of crush on her, feelings which she never, ever returns, and she's so utterly dependent on him to get her out of trouble and she knows that he's going to, so she's sort of stopped caring when he saves her.


Wow. We had two VERY different experiences while playing mario bros. But I was just using at as a well known example. I was merely illustrating the fact  that people need a reason to stay in the mansion for a long period of playing-time without losing interest.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: timmeh on February 02, 2010, 04:49:53 pm
Been watching this for a while... can't begin to say how much I'd love to see a game like this :D

On the note of keeping people inside the mansion, you're likely either going to have to force them to stay there (I personally like the idea of running through the forest for a few minutes only to end up back at the house, talk about some serious mind f*** :P ), or tempt them with some sort of reward.  Take Oblivion (or Morrowind, or any similar game...), the only reason I'm going to stay in some dark dungeon filled with traps and monsters dead-set on killing and eating me, is that I know that if I investigate far and deep enough, I'll be well rewarded.  That, and I enjoy killing things, but that's a discussion for another time and place :P

I'm particularly liking the idea of never really getting a good look at your assailants, although making them burn or something in the flashlight would certainly make the player feel like they have a powerful weapon (cept when the battery runs low... hehehe), but if they just run from it the player would still feel somewhat safe, but not like they can actually defeat the creatures/visions/whatever.

Just my 2 cents.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: alfie275 on February 02, 2010, 06:03:48 pm
There is a game company called Frictional Games, they make fairly good games (currently making one called Amnesia), and their blog is very interesting:

http://frictionalgames.blogspot.com/
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: Jackrabbit on February 03, 2010, 01:15:19 am
I don't think the player should think the flashlight is a powerful weapon. I think they should think of it as a flimsy and not-totally-reliable shield, their only barrier between them and a horrifying death.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: timmeh on February 03, 2010, 01:23:16 am
I don't think the player should think the flashlight is a powerful weapon. I think they should think of it as a flimsy and not-totally-reliable shield, their only barrier between them and a horrifying death.

Exactly.  If it can destroy whatever is messing with him, it will feel less like a sort of flimsy defense, and more like a weapon.  I'd picture whatever the "enemies" (can't think of a better word at 1AM...) are as being the reverse of normal matter.  You see most things because of light bouncing off them, where as these creatures would only be visible in the absence of light, or transparent/shadowy in very little of it.  They would fear the light, probably for the same reason many people feel the dark, perhaps they can't see, but for whatever reason, they avoid the light whenever possible.  Would be one heck of a scare the first time you encountered something that wasn't afraid of the light, and the flashlight seems to make whatever part of him it's shining on transparent...

If none of that was coherent, I'm sorry, and if I've offended anyone, I'm sorry.  It's 1AM, and I had way too little sleep last night, and I really don't know why I'm still awake now... anyways, I'm tired, and I'm likely to ramble, and be a little blunt...
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: ibot66 on February 03, 2010, 08:22:49 pm
my ideas: make it so that you can make new safe rooms, but old ones get destroyed or ruined aafter awile. make  it be so that it is obvius that somewhere in the mansion there are survivors, but they are dead and it is just their final moments playing out over and over.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: BladeBerserker on February 04, 2010, 12:12:17 am
Wow I'm really enjoying these ideas, so I'll just go on ahead and toss some stuff in.

3D or 2D: 3D would be much more frightening, 2D would be more stylish, but nowhere near as frightening.

There should be no heads up display of any kind, like Call of Cthulhu: Dark Corners of the Earth

Dreams dreams dreams, in Lovecraft's works, dreams are very important, and they should be in this game. Perhaps the reason the character first enters the mention is because they are plagued by terrible nightmares of the manor house and the horrible things that happened within? The dreams could also be used to keep the player in the mansion, for example, if they flee outside (The first time.) After they get so far The PC wakes up on the porch of the mansion, or on the floor in the "safe room".

Handling save games without derailing the atmosphere; Obviously, people need to be able to save their game so they can work, eat etc. or just so they can go back if they die or whatever, while it's more atmospheric to have the game end entirely when you die, this can be very frustrating, particularly in a game that doesn't see fit to give you tutorials. This can cause a lot of players to give up in frustration, and considering you probably want people to play the game.... well. I was thinking perhaps the player character writes in a journal before they go to sleep? This could also be used to frighten the player or give them clues, if they don't know what is written, but can look at it later.

The nasties! It'd be awesome if at the beginning, the nasties can't be seen in the light at all, and theres nothing there, not even a squeak or a puff of smoke to indicate anything was there, this would go on for long enough for the player to get used to it, THEN the nasties would start to be a little more visible.

Wow, long post, but if this game ever goes into development, I want in! The idea is fantastic! I'm somewhat qualified too.

Edit: I know CoC was a mostly crappy game but it had some good stuff.
Title: Re: Game Idea: Lovecraftian Survival Horror
Post by: JerkOfAllTrades on February 07, 2010, 07:54:10 pm
Storyline?       The main character is a real estate agent. Business has gone down hill for a while so he became an alcoholic and his wife left him after a drunken argument, so now he has nothing to do but explore properties he once thought were junk. He never visited the house before because of the area it's in, but now that he sees how many antiques are inside he wants to catalog them before he calls in someone to haul them to an auction house.
         If the game starts out in the house, with cut scenes explaining how you got there a huge storm could start right after the character enters and lighting strikes you whenever you try to leave. Along with that perhaps gusts of wind blow could hurl objects at you, either killing you outright or crippling you and then something else finishes you off. Perhaps wild dogs that are too scared to attack a healthy person but will go after you if you're hurt in some way.