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Beware of atmosphere fatigue: Sustaining an effective ambience is difficult

Bitmob
Thursday, July 07, 2011
EDITOR'S NOTEfrom Rob Savillo

I'm almost certain this used to happen to me frequently with old NES games. I could tell because the once exciting and triumphant soundtrack would devolve into monotony and an inexplicable feeling of boredom.


Oh, hello. Were you trying to scare me?
 

While playing Doom 3, an Imp jumps at me as I open a door. I wonder aloud, “Should that have scared me?” I believe that was the developer's intended purpose, but the event didn’t even startle me. Why not?

Well...maybe because it was about the fiftieth time that something lunged at me.

At the beginning of the game, Doom 3’s atmosphere was extremely effective. Dark hallways with eerie sounds emerging from them made a player dread walking through such corridors. You'd fear what might be waiting -- time to grab a flashlight and march into the unknown.

All of a sudden, you hear a loud noise as a door opens beside you, and some freakish Hellspawn jumps at you, causing you to jump out of your seat.

It was a great experience the first five times, but when almost every room in this long game has a similar moment, you begin to dread a different, unintentional thing: repetitiveness.

 

Doom 3 offers an example of what I call atmosphere fatigue. This condition develops in players when they play a game that clearly creates a specific mood (and does it well); however, fatigue starts to set in once that ambience becomes overused and abused, with little attempt to switch things up.

Things that once scared the player are now a cause for a yawn. The atmosphere is still there, but its effectiveness has dried up due to overuse. When you become aware of your own gameplay concerns and not those of the character whom you are playing, the game has lost its immersive quality.

While I’m tempted to blame the length of Doom 3 as the reason why the atmosphere’s effectiveness wears off, length is not necessarily the problem. Other lengthy games, such as The Elder Scrolls 4: Oblivion, manage to sustain the atmosphere in a way that does not become stale. Oblivion constantly offers the player new experiences all while maintaining consistency with the atmosphere -- whether you are defeating a beast or hunting for treasure in a cave.


Who knew that an empty room with plain white walls could offer so much variety?
 

Even shorter games can sustain an atmosphere effectively. Portal comes to mind. The mood is remarkably the same throughout most of the game: White walls surround you while a computer remarks on your progress. But a similar story with Oblivion applies here since you constantly have something different to do within the same environment.

Therefore, the key to sustaining an effective atmosphere is to offer the player variety. Doom 3’s scares were great at the beginning, but if they were used few and far between, it would have improved the game. And if the game used jump-out-of-your-seat moments sparingly, it should then offer the player something different to do in between those gaps -- something that consistently builds its ambience.

Creating an atmosphere in the first place is difficult. Once a developer achieves that, though, they should not be completely satisfied and cut-and-paste this mood throughout the game. It may be effective for a portion of the experience, but atmosphere fatigue will eventually arise in the player. The game’s mood needs to evolve during its entire course -- with new experiences that remain consistent with the overarching feel of the game.

 
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Comments (6)
Default_picture
July 06, 2011

 You know I've always thought the same about Doom 3, but for different reasons.  I think that enemies popping out at me at the end of the game was no longer scary because by then, I had an arsenal of weapons that would tear them to shreds near instantly.  I thought the same of Bioshock.  The beginning of the game is more on the creepy side, but by the end you've acquired so many weapons and plasmids I felt I was controlling the Master Chief as I slayed everything in my path.

I'm interested in knowing what your thoughts are on Alan Wake if you've played it.  The game's atmosphere is pretty consistent throughout the game, except you frequently lose your flashlights/weapons, forcing you to feel helpless all over again when wandering through the woods.

Bitmob
July 06, 2011

Unfortunately I haven't played Alan Wake, but from your description, I like the fact that you lose your weapons, gives enemies their threat back.  I also have to agree that once you become too powerful, it ruins that feeling of helplessness, and the fear as well.

Bioshock, definitely, I should have mentioned that in my article.  Same thing happens as in Doom 3: get too many weapons, and the threat of the splicers is diminished.  But even with all those weapons, the wrench was still my weapon of choice!

Shoe_headshot_-_square
July 11, 2011

How do you feel about BioShock? Although some scares start to wear thin (hearing splicer voices echoing through lonely, dark hallways), the other "jump at you" moments are rare enough that I think they're super effective. I still remember going to a corner to pick up an item, turning around, and having a splicer just standing there right behind me. Scared the effin' F out of me!

Bitmob
July 11, 2011

I remember that part in Bioshock!  I think it was in the Medical Pavilion.  You had just picked up a new plasmid, and while you're all distracted thinking about how awesome it will be, that splicer just appears out of nowhere!  I think that was by far the scariest moment I ever encountered in a video game.

I also feared the dead bodies lying around...which were not actually dead once you got close to them.  Many jump out of your seat moments there!

In regards to the whole game, I agree with you about the rare "jump at you" moments.  I felt that they weren't abused, and were not predictable like in Doom 3.  But, I felt that the game lost a lot, if not all, of the scary moments once you turn yourself into a Big Daddy.  Nothing to fear once you become all-powerful.

Same goes for Bioshock 2.  Since you're a Big Daddy the entire time, the game felt like one big escort mission, and there was really no scare moments.

Shoe_headshot_-_square
July 11, 2011

But being a Big Daddy in BioShock 1 almost goes to your point, doesn't it? The game probably wouldn't be able to maintain that same level of fright, especially with you growing more and more powerful and getting used to how Rapture is like, so maybe it's good they switched gears altogether instead of continually trying to scare you. It makes the early moments in the game even more impactful when the entire campaign isn't the same thing....

Bitmob
July 11, 2011

I hadn't thought of it like that, good point.  Even though my point in the article is to switch things up, in Bioshock I wasn't ready to switch gears just yet, which is why I was a little disappointed with the Big Daddy part.  I was loving the scary moments, even though my wrench was becoming too powerful, and the enemies became weaker as a result.  Anyways, kudos to 2K for not letting the scares become stale before they switched up the experience.

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