BioWare, can you scare us?...
#51
Posté 11 septembre 2013 - 02:06
I don't know how to really make something scary without being cliché in video games, I just can't see them as scary without resorting to a jump fest like Dead Space focused on, which is more annoying than scary.
#52
Posté 11 septembre 2013 - 02:19
EntropicAngel wrote...
I don't even think normal horror games have that, do they?
hmmm maybe not...but when the first Anaconda movie is on air, i heard rumors about pregnant women give birth in the cinemas, since then all horror movies have such warning note in my country cinemas
#53
Posté 11 septembre 2013 - 02:25
#54
Posté 11 septembre 2013 - 02:28
there needs to be a balance between the gameplay and the helplessness pillar of the personal horror genre or else you royally ****** people off/annoy them into quittingMaria Caliban wrote...
There is nothing wrong with clichés when it comes to horror storytelling. I'd say they're vital for that genre. A protagonist who can only run short distances before running out of breath, slowing down, and coming to a gasping halt is a cliché, but it's a good one. Players become anxious as they use the sprint ability because they know it's limited. The sound of the character gasping for breath triggers a physiological response. It feeds into the larger idea that, unlike most video game heroes, this character isn't a superman.
#55
Posté 11 septembre 2013 - 02:34
But this game looks more actiony then ever, so yea I think they could do it if that want to, not that I think they should. It looks alot like the Witcher 2, and that game can be scary sometimes.
#56
Posté 11 septembre 2013 - 02:35
#57
Posté 11 septembre 2013 - 02:41
not helpless in general but helplessness that was just arbitrarily over the topMaria Caliban wrote...
I can't think of a horror game where people were pissed into quitting because of how helpless the protagonist is. Can you give an example?
for instance the forced clunky controls and responsiveness of dead space or the inability to move and fire at the same time (used also in RE) which developers attribute to a need of the genre to limit the player and emphasize the helplessness factor....I shut off my Xbox (PS/Dreamcast) more than once out of frustration
Modifié par crimzontearz, 11 septembre 2013 - 02:45 .
#58
Posté 11 septembre 2013 - 02:49
#59
Posté 11 septembre 2013 - 02:53
yesfdgvdddvdfdfbdfb wrote...
Not moving and firing doesn't seem that bad, but the old Resident Evil "tank control" of pivoting the character could make someone quit I imagine, if sheerly due to the stupidity of it.
in any event....you need to make the player feel helpless not like he has been it by the derp ball and smacked by a lactic acid overabundance curse
#60
Posté 11 septembre 2013 - 02:56
fdgvdddvdfdfbdfb wrote...
Not moving and firing doesn't seem that bad, but the old Resident Evil "tank control" of pivoting the character could make someone quit I imagine, if sheerly due to the stupidity of it.
It made me put down the game out of frustration. I didn't even get far into the scaary bits.
#61
Guest_krul2k_*
Posté 11 septembre 2013 - 02:56
Guest_krul2k_*
#62
Posté 11 septembre 2013 - 03:00
#63
Posté 11 septembre 2013 - 03:10
also....anyone wanting to pull decent mindplay horror moments should definitely watch the fear sequences from Batman Arkham asylumfdgvdddvdfdfbdfb wrote...
Yer that's what I meant, running in to walls is not fun or cool with or without zombies. Anyway we've gone off-topic, all of this is way past the scope of what they might even possibly put in. Most they could do, noises, enemies you can't see, etc. Sound design plays a very big part- the spiders in dragon age had a spine tingling curl, and I'm not even afraid of spiders.
that kind of horror is often underplayed as well as the madness moments from dead space 2.
I used that a lot in my NWOD games
#64
Posté 11 septembre 2013 - 03:19
Allan Schumacher wrote...
Dragon Age: Inquisition canceled. Replaced by DA2 Multiplayer Arena in the most popular level based on our telemetry: The Cave
Did that work?
(Just for the record in case people see this post out of context, this post is a joke and not serious in any way)
Remember in the DA2 quest "Haunted" when the whole house shook in a very scary manner? When I read the top of this I think that happened here ;-P
#65
Posté 11 septembre 2013 - 03:21
Unfortunately, I suspect that these two ideas are going to intersect at an unfavorable point.Eveangaline wrote...
So long as they don't do it with more spiders. Oh god. I hate spiders.
#66
Posté 11 septembre 2013 - 03:28
Maria Caliban wrote...
I can't think of a horror game where people were pissed into quitting because of how helpless the protagonist is. Can you give an example?
Amnesia: Dark Descent
I know a few people who flat out refused to play past a certain point because it got too nerve-wracking to the point of becoming frustrating.
#67
Posté 11 septembre 2013 - 03:31
#68
Posté 11 septembre 2013 - 03:43
Maybe if they had a level where you're trapped alone, with no companions, the tactical camera disabled and the sounds of creatures crawling about in the distance it could work. I've never seen a Dragon Age sort of game try it before, and I'd be interested if they could capture the same sort of atmosphere you get in games like F.E.A.R and Dead Space.
#69
Posté 11 septembre 2013 - 04:06
Maria Caliban wrote...
There is nothing wrong with clichés when it comes to horror storytelling. I'd say they're vital for that genre. A protagonist who can only run short distances before running out of breath, slowing down, and coming to a gasping halt is a cliché, but it's a good one. Players become anxious as they use the sprint ability because they know it's limited. The sound of the character gasping for breath triggers a physiological response. It feeds into the larger idea that, unlike most video game heroes, this character isn't a superman.
that was pretty effective for alan wake but i dunno if it'd work in dragon age. you have a point though, to make it scary enough they'd have to make the pc more vulnerable probably.
#70
Posté 11 septembre 2013 - 06:19
Allan Schumacher wrote...
Dragon Age: Inquisition canceled. Replaced by DA2 Multiplayer Arena in the most popular level based on our telemetry: The Cave
Did that work?
(Just for the record in case people see this post out of context, this post is a joke and not serious in any way)
You don't need to scare us that much!
#71
Posté 11 septembre 2013 - 06:38
Maria Caliban wrote...
I can't think of a horror game where people were pissed into quitting because of how helpless the protagonist is. Can you give an example?
I don't know about helpless, but Doom 3's inability to duct tape a flashlight to a gun certainly was rage-inducing to the point of quitting many times for me. Not truly survival horror, mind you, but still... having to decide if I want a weapon to fight off enemies I can't see or have a light to see enemies I can't fight is a silly choice to make players decide on.
Modifié par Fast Jimmy, 11 septembre 2013 - 06:39 .
#72
Posté 11 septembre 2013 - 06:41
Allan Schumacher wrote...
Dragon Age: Inquisition canceled. Replaced by DA2 Multiplayer Arena in the most popular level based on our telemetry: The Cave
Did that work?
(Just for the record in case people see this post out of context, this post is a joke and not serious in any way)
Allan, this is the funniest dev comment I've ever seen hahaha
#73
Posté 11 septembre 2013 - 08:39
AutumnWitch wrote...
Remember in the DA2 quest "Haunted" when the whole house shook in a very scary manner? When I read the top of this I think that happened here ;-P
By the way, there is a side quest in DA:O, where we have to escort blind Templar through the haunted house. This house's atmosphere is some sort of very simplified example of what I'm talking about here. It looks more like a part of horror game, but fits the DA:O theme just perfectly.
The Fade, haunted places, Deep Roads are too bright and simplified in DA series right now. They can't really scare, but have the great potential for creating real horror, become much larger, and play more important role in the story. Concentrating well enough on this part and making it right will make DA:I really unique among fantasy games.
Game atmosphere is very important. Players love unique moments that provide real wow-effect and can't be ever forgotten. I really hope DA:I will be much more than an average fantasy RPG with next-gen graphics. And without providing the contrasted atmosphere/gameplay that will be impossible.
#74
Posté 11 septembre 2013 - 08:48
#75
Posté 11 septembre 2013 - 08:58
DaerogTheDhampir wrote...
Hmm... well, without changing the gameplay? Maybe they could have a level in that starts on the surface and goes into the Deep Roads because one or two companions have been taken by darkspawn. So, getting the music, atmosphere, and sense of desperation right, could add a bit of fear to the main character (no scary scene scares everyone...)... considering what could happen to the companions who are captured and not outright killed could be scary if a good relationship has been established already.
I don't know how to really make something scary without being cliché in video games, I just can't see them as scary without resorting to a jump fest like Dead Space focused on, which is more annoying than scary.
Remember GITS: Innocence? Kim scene, the attempt to hack the Togusa and Batou minds? The perfect example of how to make really scary phantasmagoric scene without being cliché. BioWare could use scenes like this as a reference.





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