Things That Make Games Scary
Written by Luke Flora   

Editor's note: Our first Horror Week community piece focuses on making scary games actually scary. Luke says that he isn't a "connoisseur" of horror games, but his tips make a lot of sense to me. They could work in many genres, actually. -Jason


I am not a huge fan of horror movies, but I've played a number of horror games over the years. Very few managed to actually scare or even unnerve me. Some games focus too much on cheap, one-time scares and neglect to create a suspenseful environment. Others have phenomenal settings, but the gameplay isn't conducive to keeping the player on the edge of his seat.

Here are a few factors I feel foster fear in games.


The Player Should Feel Underpowered

You'd think that this is a no-brainer. I have a hard time getting the heebie-jeebies when I know I can blow any monster to hell with my shotgun and regenerate my health if I stand still for a few seconds. Developers need to put a lot of polish into the combat system in their games to keep players in suspense. The first Silent Hill was one of the scariest games that I've ever played, but the fire ax was an insanely overpowered weapon, and it never ran out of shells.

Ammunition rationing has been a part of the horror survival genre since the first Resident Evil, but the very first entry in that series was the last time I played a horror game where I felt that the enemies outnumbered the bullets. Of course, I never finished the first Resident Evil until the Director's Cut came out and I was able to use the easy mode with double the ammo, so there does need to be a balance.

Ample ammunition is not the only culprit, because access to too many health packs or regenerating health takes away a fair share of the danger as well. A game with almost no ammo and damage that never heals would not be very much fun, but developers have a few options available to help balance things out and make the player dread enemy encounters.

Limiting ammunition to the point where players stop enjoying the game is out, but limiting the types of ammunition is in. With a wide variety of weapons that each only have a little bit of ammunition at any given time, I think developers can strike a good balance. With the Halo method, you can only carry two weapons, and you have to switch from your weapon of choice when it runs out of ammo. This takes the player out of his comfort zone but eliminates the frustration of being completely powerless and unable to progress.

As far as health goes, regenerating health and plentiful health packs are nice in a first-person shooter but anathema to the horror genre. Dead Space lacked regenerating health, but I only felt health was a problem when I was still learning the game and during boss battles. Resident Evil's inventory management was an artificial constraint that limited healing opportunities, but was ultimately unfulfilling.

I think Call of Cthulhu: Dark Corners of the Earth has the best healing system for a horror game. The injuries your character sustains actually affect movement, vision, and hearing in a way that makes the player want to avoid getting injured at all. You have healing supplies that are necessary for different injuries. It's so well done that I could spend a whole article talking solely about it -- it's worth buying or renting a copy just to experience the system.


No Scripting Allowed

I think I can explain this thought via haiku:

Resident Evil dogs
jumping through the window
only scary once.

I'd really like to leave it at that, but the problem isn't just scripted events like the zombie dogs. Being able to die and memorize where the enemy's going to come from kills any sense of real fear during an encounter. Sadly, this is still a problem for many games -- more developers should take a lesson from Left 4 Dead's A.I. director.


Uncanny Valley + Gore = Meh

Look, I fought through a horde of demons and chain-sawed John Romero's severed head when I was 12, so I'm pretty desensitized to gore in games. Real life -- or even film -- is a totally different story, and I'll lose my lunch if the gore is or looks real.

The problem with games is that the graphics can aim for realism but can't hit the mark. On top of that, guts and mutilated bodies are strewn about like crates or explosive barrels. Most games are unsuccessful in using gore to create atmosphere.

Blood works with current graphics, but just like anything else that's meant to intimidate or frighten, it needs to be used with restraint.


A nonlinear path is scary

Condemned has several scary moments, but most of them are of the dog-through-the-window variety. However, the game did have an entire level that's scary. And I'm not just referring to a collection of scary encounters or events -- the farmhouse level at the end of the game is frightening.

The player has the opportunity to explore the level nonlinearly. Knowing that I wasn't going down a predetermined path gave me the feeling that anything could happen, and that scares me in horror games.

The Suffering had an open world feel to it, and between that and the atmosphere, I was scared in that game, too. Utilizing open areas instead of corridors can create the illusion of nonlinear levels, and both Condemned and The Suffering had scary outdoor segments.


Like I said at the top of this post, I am not a biggest horror connoisseur, but I've played enough horror games to notice a few things. This list is by no means comprehensive, and I have developed zero games, but these are the main things that can make me go to bed with the lights on or shampoo my hair with one eye looking towards the door.

Comments (10)

You succeed in mentioning all the critical points that affect how scary a game can be.

If I could add something to the article, it'd be about making scary enemies. Say, Silent Hill's nurses: scary as hell. Resident Evil's ganados: meh, we've all run into rednecks once in our lives.
Carlos García , October 26, 2009
@Carlos Yeah good call RE4's enemies were about as scary as the audience at a Jerry Springer show...
Mark Hain , October 26, 2009
That is one terrifying clown!
Brett Bates , October 26, 2009
Good list, though I will contend that the player doesn't need to be underpowered to be scared.

Probably a good example of powerful players but scary situations is L4D. I have never experienced such fits of panic and fear as often as I did in L4D. Now, it may not be the conventional fear of "OMG I can't bear to move forward!", but it is scary in the "Oh $*#@! HERE COMES THE HOARD! RUUUUUUUN!" way. Even worse if you just got out of a storm and were the last one left standing!

Play on Advance or Expert and tell me you didn't at least crap your pants every time a Smoker got a hold of you! Woof.
Stephano Nevarez , October 26, 2009
I'd argue that a player doesn't need to be underpowered to be scared. An all to common theme in World of Warcraft is that skill is greater than gear, as the gear just gives you stat bonuses, but you also need to know how to pull if your spells and moves at the right times, and need to have a thorough understanding of your class, and how to get out of all situations.

Or even scripted events: you know there's just going to be an opponent hiding out in the keep in Alterac Valley to sway you from killing the main boss, so he resets when you try to kill the enemy player.

Gore and Blood I'd agree isn't at all necessary. We're all accustomed to it, so much now, that the CW - see Smallville - is finally starting to display it enough to the point, where we're all looking back at our Mortal Kombat days and thinking: "daymn dude, this first episode Fringe, and that guy completely wiping out his car - like seriously, can they show this kinda stuff on t.v.?"

The "I could go anywhere, and anything could happen to me" point was interesting, however, if one is so scared, couldn't one just stay in your tent, as if you leave it, the Blair Witch will get you. But you want to play the videogame, so you'll ultimately leave your tent, and run like hell.

I'm of the opinion, that to make a scary game, a) you need to take something nobody has ever done before - a topic that when someone plays and/or watches, they'll become afraid of "that" - and will "never" go back to that: needing some time to regain their consciousness. Examples;

1) The Ring 1: Your afraid of watching television
2) The Blair Witch Project: Your afraid of going camping
3) Paranormal Activity: Your afraid to sleep alone, if at all
4) Epic Mickey for Nintendo Wii: Your afraid of Disney Characters - you saw the metal pipe Goofy character, this concept is BRILLIANT!

These are all just examples, but scary games need to follow suit with Epic Mickey. The Six Sense was "scary for it's time", like Silent Hill 1 - 4. You saw The Ring, so passing through that cosmic tunnel in your aparentment in SH4 was scary, you pop into a random room, and a "ghost-shadow" steps up from a wheel chair as you turn your back to it - moving wheel chairs on their own: "whom is riding these things" - then the best part of it all: looking through a whole in your apartment wall, and seeing a big pink rabbit: "Oh Sheet!"

Gamers - now that it's been done - don't want blood and pink rabbits. They don't want to weild a flashlight in the dark - albiet if only to weild the flashlight with your Nintendo Wii remote, for cosmetic effect, and NOT for horror factor.

You have to take something as gentle as Harry Potter: children playing with black magic, but get them to say: "well fuk that, I'm never going into a school - let alone Hogwart's castle - ever again".

To barrage their mind with something so mentally twisted, psychotically insane, and mind blowing, that your playing Bioshock 1, learning that every Big Daddy is another Bioshock player, and thinking: "that was so cool it was scary" - but because your making a horror game, forcing them to stop playing a "multiplayer" game - for a time.

If you take the references in Silent Hill 3 with that lone red/pink shoe, and thinking: "whom murdered Cinderalla?", but took that a step further and said: "hey what's going on here?" As in the past, it was fuked up, that "a lone show", or a "pink rabbit" did it for people.

You want to put yourself in Robin Williams' character's "shoe", when he says in the Jumanji movie: "I've seen things, that you've only seen in your nightmares".

In "We're Back: A Dinosaur Story", professor ScrewEyes says that what people fear is that which they fear most.

If you want to make a scary game for "concerned adults", then toss in pedophiles, rapists, and terrorists, but if you want to make a scary game for gamers, make them afraid of playing videogame, under common and cute all to familar themes, that we say, do, and use, in our everyday lives.

To put down the controller and say: "fuk that, I'm putting down the controller for an entire week, when Grandma dies, I just won't be attenting her funeral, because of my local cemetary and church, left me sh!tless.
Daniel Zimmerman , October 27, 2009
great read, I think however there should be one more point: "consequences of death", it makes players cling on dear life because something bad will happen if they die, say like they have to start ALL OVER AGAIN. the revival kind of killed the horror in Bioshock, when you died you were revived instantly and kind of killed any feeling of being threatened by any big daddy or splicer.
Mohammad AlHuraiz , October 27, 2009
I agree with the majority of your article. Suspense is key to being scared as well. Never giving a full reveal of what's lurking behind that door you don't have a key for. Or what was that shadow in the window across the street? Keeping the player guessing at what terror lurks is scarier for me than out-and-out gore.
Joseph Holmes , October 27, 2009
Wow, nice post and great comments. I think the player does need to be underpowered. If you are playing as Master Chief, you may be up against massive odds but it is exhilarating, not frightening. And Mohammad, good call on "consequences of death"!
Lance Darnell , October 27, 2009
I'm glad this was posted, but I wish I had spent more time on it, because Carlos pointed out one thing that I omitted. I did originally mean to include some examples of some scary enemy designs, but I started writing right before bed one night and finished it inattentively the next. Anyway, the giant enemies with iron balls and chains near the coastal parts of The Suffering are some of the scariest enemies ever, in my opinion.

Also, many thanks to the editors for adding in the pictures!
Luke Flora , October 27, 2009
One part that I think people overlook is claustrophobia. Playing in an area where you can escape isn't scary. Playing in a SMALL area where it's either kill or die, is much more scary.

Case in point: Dead Space. When I was in a large hangar, and could shoot at approaching enemies "from across the way", there was no fear at all. But when I was in one of the short hallways between buildings and something came through the wall or ceiling, I was freaked out.

I'm not talking about a bedroom sized room. I'm talking about an elevator sized room. With a monster. Yeah.
Ed Webb , October 27, 2009

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