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Experiential Week 7
Horror (as a part of Experiential Game Design)
Question | Answer |
---|---|
Fear is proportional to the amount of ___ and the degree of the "unknown" or "explored". | obscurity |
What's a straightforward way of creating obscurity in the game environment? | darkness |
What element of weather can be leveraged to create obscurity in the game environment? | fog |
What property of a camera can be used to create obscurity by hiding surprises and traps out of sight? | angle |
What part of the game environment has different types that can be used to reveal and obscure in different ways, such as a cone shape vs. a sphere? | light |
What can be used to apply anticipation, a sense of danger and general restlessness to characters and environments, being provocative but not scary? | gore |
What colour in horror invokes a feeling of danger, aggression, threat, damage or animosity? | red |
What colour in horror incites thought, best used in puzzle sections or when a character is recalling past experiences? | blue |
What colour in horror creates feelings of friendliness, security and safety, as well as representing healing? | green |
What colour in horror is used to show trivial importance? | grey |
Common ___ can be directly incorporated in monster design to unsettle as many people as possible. | fears |
The ___ is an aspect of monster design that results in alien and creepy characteristics with minimum visual information. | unknown |
Designing monsters to be ___ prevents players from identifying a pattern in the enemy. | unpredictable |
The ___ of a monster should never be shown unless the monster is about to be defeated. | limitations |
A monster that is more ___ invokes a higher fear aspect within the player. | powerful |
What movement believes that artistic creativity comes from the unconscious mind, being based on free writing, association, irrationality, dreams and fantasies? | surrealism |
Surrealism can be provoked by immersing the player, then twisting ___ in a way that's believable in the context of the game, but not in the context of the real world. | reality |
Being abstract and not providing answers can be more terrifying than providing scary facts, thanks to the player's ___ filling in the gaps more personally than the designer can. | imagination |
Which horror camera angle is the most immersive, as you can only see directly ahead with everything looking bigger and closer? | first-person |
Which horror camera angle is action-oriented and provides a good feel for controls while maintaining an angle that emphasises horror? | over-the-shoulder |
Which horror camera angle is intentionally positioned to show and reveal specific areas by design, maximising control over obscurity and information? | fixed |
Which horror camera angle cinematically follows the player, with variable tension as the camera stays close to the avatar? | dynamic |
Which horror camera angle pulls the camera far from the player, reducing obscurity unless other techniques are employed? | top-down |
Which horror camera angle restricts gameplay to be one-dimensional, only showing some distance ahead of and behind the avatar? | side view |
What aspect of horror is unseen and could originate from anything, anywhere, effective at building tension and also at releasing it via surprise? | audio |
What is the rule of sound in horror that states sounds need to be uniquely identifiable from all others? | distinctness |
What is the rule of sound in horror that states sounds must have a purpose and play an important role? | memorability |
What is the rule of sound in horror that states sounds must be in sync with the environment to sustain a spatial simulation model? | believability |
What type of horror sound is specifically made by humans, useful for both storytelling and enhancing fear? | voice |
What type of horror sound exists continuously in the environment for realism and immersion? | ambience |
What type of horror sound can be used diegetically to whittle away at the player's sanity, or non-diegetically to aim for a cinematic experience? | music |
Horror audio can be incorporated into ___, based on the perceptions of the player and the AI enemies, alerting each other of their presence or actions. | gameplay |
What aspect of horror is invisible, intangible and envelops the player into the world? | atmosphere |
Which category of horror do torture, splatter, cannibalism and body horror fall under? | disturbing |
Which category of horror do phobias, isolation, madness, paranoia, home invasion and fanaticism fall under? | psychological |
Which category of horror do zombies, vampires, werewolves, the mythological, folklore and urban legends fall under? | monster |
Which category of horror do slashers, crime, backwoods, redneck and cults fall under? | killer |
Which category of horror do ghosts, haunted houses, possession, demons, hell, the supernatural, the occult and witchcraft fall under? | paranormal |
Which category of horror do cosmic horrors, outbreaks, robots, aliens, technology and AI fall under? | sci-fi |
What aspect of horror is an unexpected rollercoaster based on pacing and focal points? | anticipation |
What tactic can be used to establish feelings of security by acquainting the player with a safe haven, then break this security by changing it into a nightmarish place? | calm before the storm |
What tactic can be applied to the player's death in a horror game to create heightened fear via the consequences of penalty? | permanence |
What emotion can be used to apply pressure and create helpless tension in the player? | powerlessness |
What sudden, abrupt element of horror can interrupt gameplay while the player attempts to execute a solution to a problem? | jumpscare |
What layer of security can be taken away from the player or given to the enemy to shift balance away from being in the favour of the player? | balance of power |
What state is the player thrust into when the security of being together with other people is taken away from them? | isolation |
What layer of security can be taken away from the player or given to the enemy to reduce the player's confidence and awareness? | knowledge |
What gameplay aspect is often given away in other genres of games, but must always be earned in horror games through exploration and careful management? | resources |