Horror is for more than just horror games (Devlog)
[p]Hello there gamers,[/p][p][/p][p]And happy belated Halloween! It’s spooky season and I want to talk about something I love love love. Spooky games![/p][p]I’m talking about:[/p]
[/p][p][/p][h2]Something spooky this way comes…[/h2][p]Off the bat I want to establish the chasm of difference between a game with spooky/horrific elements or themes or aesthetics vs. a true horror game. These lists are not prerequisites for these kinds of games or anything, they’re just what come to mind when I compare them. [/p][p]Spooky game:[/p]![]()
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[/p][p]But I wanted to be sure this never strayed into becoming a horror RPG. I love games like Pathologic, Fear and Hunger, and System Shock, which made it easy to know I wasn’t looking to make the game feel like any of them. [/p][p]I also knew I didn’t want Muffles, an RPG Maker game, to fall in the footsteps of the many wonderful RPG Maker horror games I grew up loving. The Crooked Man, Witch’s House, Ib, Mad Father- these were some of my first delves into horror PERIOD and so many used the unique limitations of the engine to craft incredible linear horror stories.[/p][p]So then what did I use for reference, and why bother with spooky/horror in general if you aren’t making a full-blown horror game?[/p][p][/p][h2]Horror is for more than just horror games[/h2][p]I love games and media that don’t use the horror game formula, but have elements just under the surface that add stakes and depth to everything. Undertale, OFF, and Bloodborne are a few of my favorite all time games and have a darkness to them that can be hard to shake off (hah). They explore madness, corruption of morals, bizarre experimentations, genocide, and more.[/p][p]
[/p][p]I think every RPG needs to include some elements of horror. Role-playing needs a real-feeling unreal world. Bad things happening to good people is core component humanity- but that doesn’t mean it has to be glum and dour (note to self- create some characters named Glum and Dour). [/p][p]Tragedy, death, and destruction of precious things can be fuuuuun and thematic! Like an evil hare whose death animation is to perform an Irish jig on your back, shattering your spine. [/p][p]Evidence of atrocities can be vague and mysterious! Like the all-to-familiar video game corruption stuff that’s really just purple and black goop or a color palette swap for enemies we see in a bajillion games.[/p][p][/p][h2]But Bossy… are YOU ever going to make a REAL horror game?[/h2][p]Yes. At some point. Probably. [/p][p][/p][h2]In other news[/h2][p]I hope everyone had just the best Halloween. Here, the fall vibes are incredible. There’s a soft pitter of rain and the leaves are red and where they belong- on the ground.[/p][p]I’m going to start in earnest on Episode 5 on Monday- the last episode!!! It’s exciting to know so much and yet so little about what’s in store for me, Muffles, and for all of you reading who will play. [/p][p][/p][p]Until next time,[/p][p]-Bossy[/p]
- [p]What makes a spooky game vs. a horror game[/p]
- [p]How I make Muffles’ Life Sentence a spooky RPG[/p]
- [p]Some of my favorite spooky inspirations[/p]
- [p]Pulls from horrific source material to establish the darker side of your world[/p]
- [p]Provides moody/creepy settings (dark forests, creepy mansions, caves, etc.)[/p]
- [p]References horror tropes and visuals[/p]
- [p]Using imagery or sound effects to momentarily shock the player is a key draw of the experience[/p]
- [p]The player’s motivation and/or story plot have tension and uncertainty inherently baked in[/p]
- [p]Uses less-forgiving game mechanics that make you feel powerless (survival resource mgmt, stealth, etc.)[/p]
- [p]The role of enemies is less to be obstacles to rewards or fulfilling a combat power fantasy and more to punish the player and have them question survival[/p]
- [p]Uses the unknown as fear vs. just opportunity[/p]