Top game producer
#314 - The shaping of psychological fear!
Inside the conference room.
Wang Jian gathered his team and got straight to the point: "We're going to make a horror game, and we're entering it into the game platform's Qingming Festival horror game competition."
Horror game? Theme competition?
Bai Li'ao already knew about this, and remained calm, but the other planners looked surprised.
"Horror game, I don't think we've ever done this type before, have we?"
"Is it about participation?"
Their surprise was understandable.
Because horror games are very different from other types of games. The purpose of other games is to make players feel enjoyment while playing, while the most important indicator for judging horror games is how scary the game is!
What is fun and enjoyable?
The more it makes people's hair stand on end and their pants wet, the more successful the horror game is!
And what Wang Jian is good at doesn't seem to be this area.
Wang Jian continued: "We're not just participating, we're going to win the prize!"
A weak voice said: "I think I saw a message before, Huozhu Company also plans to participate? It is said that the game they are working on, 'Haunted Campus,' has been planned for two years."
The planners were immediately silent, and some frowned, apparently not optimistic.
Wow!
Who doesn't know the name of Huozhu Company here? They are professional horror game makers!
And 'Haunted Campus' wasn't a temporary idea, it has been brewing for a long time, but it only recently started being made, which happened to coincide with this theme competition.
Basically, the championship of this competition has already been reserved by them.
Wang Jian wants to win a prize with Huozhu Company participating, isn't that a fantasy?
"Everyone, have a little confidence, okay? The game we're going to make this time is called 'Corridor.'"
Wang Jian smiled and briefly talked about the game plot of 'P.T.'
The original intention of 'P.T' was an interactive teaser, but it is no longer appropriate to continue using this name in this world, so he directly changed it to 'Corridor' when explaining it.
In fact, the game's plot is very simple, it is an infinitely repeating corridor, and the player gradually uncovers the secrets in the process of exploring the corridor, and discovers that the husband is the murderer of his wife and children.
The horror of the whole game mainly lies in the various heart-pounding details and the rendering of the terrifying atmosphere in the game.
How to create the most profound horror is what Wang Jian mainly wants to talk about today.
"Why do people like horror games? Or rather, need them? In fact, the feeling of being frightened in the process of playing horror games doesn't make people feel comfortable. Some people are cowards, but they can't help but want to watch horror movies and play horror games, and they also like to pull people to watch and play together. Why is this?
I think fear is an indispensable part of our emotions.
Imagine, on a quiet night thousands of years ago, our primitive ancestors held a dimly burning torch, and the surrounding was pitch black, and there seemed to be pairs of eyes watching them, and strange calls occasionally came from the jungle. All they could rely on was this faint torch and the wooden stick tightly held in their hand, and they had to keep their spirits up and be vigilant around them.
When you were a child at night, would you have wild thoughts, wondering if there was a monster with a ghost face watching you in the dark corridor? Therefore, you didn't dare to get out of bed to pee.
It is the fear engraved in the depths of DNA that helps us avoid those potential dangers and allows us to survive.
Although we are much safer now than in primitive society, and there will be no wild animal attacks at night, our subconscious still reminds us that we need something that can help us recall this feeling.
For example, suddenly finding that there is no money in the wallet, the holidays are decreasing day by day and you have done nothing, fear urges you to make changes so that you can survive better.
Wang Jian shrugged: "Of course, even with the urging of fear, most people still won't make changes, maybe they are not scared enough."
The planners laughed immediately, and the air was full of cheerful atmosphere.
"This is also why we need fear." Wang Jian wrote a few words on the whiteboard, Survival Instinct.
Bai Li'ao nodded, thoughtfully.
He is the kind of person who is both cowardly and wants to play horror games. It turns out that the survival instinct makes people need fear. No wonder his heart beats faster every time he plays, not only nervous and scared, but also excited and expectant.
Experiencing fear and overcoming fear is indeed addictive.
Wang Jian said: "I recently experienced 'Haunted Hospital' these two days. It is indeed a scary enough horror game. The horror atmosphere inside is very well shaped, but the jumpscares inside are not very satisfactory. One is that the frequency of appearance is too high, and the other is that some designs are very rough."
He projected several scenes of "Haunted Hospital" on the slide: "Here is the first jumpscare, the design is more careful. When we are in the dark archive room, after reading the weird records with a flashlight, and we are nervous and uneasy, it is really a scare.
But here, when you open the door, a bloody ghost face appears. Although it is also scary, it is too rough. The following scenes are also the same.
The most important thing about the game 'Corridor' is psychological horror, creating a terrifying and oppressive atmosphere.
Choosing the corridor as the basic map of the game is to use people's most primitive fear of enclosed environments to give players a subconscious hint. In the elevator, people will unconsciously stare at the floor indicator light, wanting to escape this small space. This reaction is magnified a bit, which is claustrophobia. Small, confined spaces can bring great psychological and physiological pressure to people.
At first, the environment of the corridor looks relatively normal and will not make people feel scared.
But there are also some confusing places, such as the closed doors. Through the subconscious horror hints created before, this blank space will make people can't help but think, what is behind the door?
As the corridor cycles again and again, and the scene changes, this small space and the unknown fear of the door will slowly magnify unconsciously. Due to the unknown potential threat, players will gradually become anxious.
According to research, when danger slowly approaches, humans will generate a sense of anxiety and increase their attention and sensitivity to this potential danger.
When players feel anxious, we will magnify this anxiety to the extreme. For example, the bright lights at the beginning turn red, cockroaches run out of the door cracks, the more anxious, the more sensitive the spirit will be, and then release jumpscares at this time, it will definitely be a hit.
Wang Jian concluded: "Fear is a very intense emotion that needs to be brewed slowly. It should be like a roller coaster, starting slowly from the beginning, gradually rushing into the sky, and then falling instantly, so that people can be scared to cry. The kind of jumpscare that pops up suddenly is a very unprofessional thing."
He was happy to talk on the stage, but he didn't notice that the planners below were looking at him with a very strange look.
You... are you a devil?
Bai Li'ao raised his hand and said solemnly: "Boss, I have a suggestion!"
"What?"
"Be sure to mark in the most conspicuous place in the game that patients with heart disease cannot play!"
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