Sound of Silence - a horror game that plays on the phobias of the player
104 replies, posted
[media]http://www.youtube.com/watch?v=wmMXXC_TdU0[/media]
Not my concept, but I thought it deserved some publicity.
That scared the shit out of me.
Hope this game gets made.
jesus christ
that part with the face scared the shit out of me
This is genius.
good to see I'm not the only one with this idea. The major difference how I would go about it is to have a shodan like AI taunt you in a maze that it controls and each door way is unlocked by giving information about yourself. And I would have a minotaur procedurally created and adjusted to your input to chase you around.
The biggest hurtle is datamining the player to discover their fears, it's not easy, the white papers on persuasive technology are still in its infant stage and not complex enough to hide questions about what fears you, (you can lie and go the easy road, you need to suprize the player on their fears), and the data mining can require access to a facebook or twitter account which can be limiting and complex to achieve.
I hope for the best for the developer.
Not that scary, it was more relaxing with the music.
There's already a game that does this, actually. Silent Hill: Shattered Memories for the Wii actually psychologically monitored the player in order to produce player-specific horror. Check it out.
what the hell is jeff the killer doing there
Good luck creating a tight space way up high covered in needles and surgeons.
Still, I'd play the hell out of this. Great idea.
[QUOTE=Ithon;35987563]good to see I'm not the only one with this idea. The major difference how I would go about it is to have a shodan like AI taunt you in a maze that it controls and each door way is unlocked by giving information about yourself. And I would have a minotaur procedurally created and adjusted to your input to chase you around.
The biggest hurtle is datamining the player to discover their fears, it's not easy, the white papers on persuasive technology are still in its infant stage and not complex enough to hide questions about what fears you, (you can lie and go the easy road, you need to suprize the player on their fears), and the data mining can require access to a facebook or twitter account which can be limiting and complex to achieve.
I hope for the best for the developer.[/QUOTE]
I think the game would more rely on testing out commonly feared things on the user such as tight spaces, spiders, or loneliness. It would then record how the user reacts to those things and judges whether or not to display them in another room.
I thought that some of the ways it would tell if you're scared of something is to record things like time spent with your back to the wall, how often you pause the game, how much you jerk the mouse around, how often you quit the game when a certain element appears on the screen, and how long the user stays in the room(if they spend time looking around or just go right to the exit).
Sounds like they would need to hire a good programmer and a good psychologist.
If done right plenty of people would buy it but none would actually play it.
-moves down hall-
-approaches cliff-
"ohgod its gonna be behind him don't turn around don't do it..."
-turns around-
"nononononononoAHHAWHATSTHAT"
-falls backwards into pit-
I knew it was coming, I [I]knew[/I] something was gonna be behind him and it [I]still[/I] made me jump.
I like it, I like it a lot.
The demonstration needs more horrifying and uneasy music.
Maybe some faint screams here and there then maybe I might've jump.
But I do love the idea where the game takes in information about you. Love it.
I hope there's a plugin that involves fear of human vaginas
[QUOTE=Mechanical_Chicken;35987980]I think the game would more rely on testing out commonly feared things on the user such as tight spaces, spiders, or loneliness. It would then record how the user reacts to those things and judges whether or not to display them in another room.
I thought that some of the ways it would tell if you're scared of something is to record things like time spent with your back to the wall, how often you pause the game, how much you jerk the mouse around, how often you quit the game when a certain element appears on the screen, and how long the user stays in the room(if they spend time looking around or just go right to the exit).
Sounds like they would need to hire a good programmer and a good psychologist.
If done right plenty of people would buy it but none would actually play it.[/QUOTE]
I've thought of having an EEG reader to detect and record how you reacted, but have has done research on this and it's not so effective as I once thought, now valve in that paper went on to say that heart rate monitors are more reliable.
Oh damnit, i was about to go to bed when i clicked on this thread. Now i want to watch the video but i also want to sleeeeeeeeep.
That wasn't scary at all, but I love the idea of it.
The idea of gameplay personalization is intriguing, but keep in mind that some of the best works come straight from the artist, not computer generated. There will be a sweet spot between balancing what is planned/triggered and what is generated.
I hope he doesn't plan to make the "scares" as dumb as the one in the video. I just laughed when that dumb face appeared, the whole "creepy face in the dark" thing has been used so much recently that it's just not scary at all anymore.
I'd just freak out on purpose when things I wasn't afraid of appeared like clowns and before long the game would just be an acid trip of killer clowns and mustard.
[QUOTE=NoobSauce;35988085]The demonstration needs more horrifying and uneasy music.
Maybe some faint screams here and there then maybe I might've jump.
But I do love the idea where the game takes in information about you. Love it.[/QUOTE]
I really disagree with that.
I really don't like this trend that "horror" games have taken where the developers seem to figure that if they just cram their game to the fucking brim with screamers and gore then it will be "scary."
"OMG DA WUMANS IS SCREMMIN DA TING JUMPP OT AT U SCURRY!!!!!!!!!" isn't genuinely fear inducing, it's just a cheap jump scare.
And considering the fact that part of the theoretical players theme is fear of loneliness, while screaming might be a bit unnerving, it would ruin the lonely atmosphere. Even though screaming usually isn't a pleasant sound, it could give the player a fictional person to grasp to, perhaps even someone who is "suffering with them."
The same with the music, if the idea is to prey on a players fear of loneliness, the music shouldn't be super tense as if to say "THEY'RE COMING FOR YOU" or "THEY'RE WATCHING YOU." It should instead reflect the idea of "You're all alone in the darkness, you have no idea what's going on and no one is going to help you through it."
goddammit not that painting again
i read about that painting years ago and it haunted me since then, hoping i'd never see it again asdlaslddf
[QUOTE=Xephio;35989933]goddammit not that painting again
i read about that painting years ago and it haunted me since then, hoping i'd never see it again asdlaslddf[/QUOTE]
What's it called?
If they have things that appear without a loud noise, that will make me happy.
One of the things that really gets to me in horror games or anything is people staring at you.
It sounds weird but think about cry of fear in the first level where that guy stares at you through the window in that house.
I screamed like a little girl and refused to play any further, things staring at me from a distance or just gazing at me make my pants brown.
I like what he was doing with the music, but it would have to be a lot more subtle in the final version. Rather than start so quickly, it needs to be really quiet and just build up over like, half an hour so that it presses in all around you.
Then, when the horror part comes in (i.e. pit, turn around to go back) the sound just cuts out. So you'll suddenly notice the complete silence rather than the ambient noise you weren't consciously paying attention to.
[QUOTE=megafat;35990013]If they have things that appear without a loud noise, that will make me happy.[/QUOTE]
This. I actually do like the fact that when the face appears, a bunch of screaming and blaring noises doesn't just erupt for no reason, and that it isn't jumping out at the player or trying to attack him, it's just there, watching. But it's not really the right kind of scare for the player in this theoretical situation. Really, most of this scenario wouldn't be ideal for inducing fear in a player that is afraid of loneliness and the dark.
That said, this is, of course, just a concept video, the final game, if it ever gets made, will undoubtedly do a better job of preying on the player's fears, I just felt like bitching I guess.
[QUOTE=Rago;35990000]What's it called?[/QUOTE]
[url]http://en.wikipedia.org/wiki/The_Hands_Resist_Him[/url]
[QUOTE=MxOAgentJohnson;35990040]One of the things that really gets to me in horror games or anything is people staring at you.
It sounds weird but think about cry of fear in the first level where that guy stares at you through the window in that house.
I screamed like a little girl and refused to play any further, things staring at me from a distance or just gazing at me make my pants brown.[/QUOTE]
humans and animals in general do not like staring, its a threat.
[QUOTE=Vasili;35990089]humans and animals in general do not like staring, its a threat.[/QUOTE]
Too right, my dog gets aggy at me if i stare him down.
Sorry, you need to Log In to post a reply to this thread.