» Wed Nov 03, 2010 6:54 am
You want fear? Play Amnesia.
Fear isn't about knowing that your HP total might hit zero and force you to reload. It isn't even that your HP might hit zero and force you back to a checkpoint. It's about psychology -- tension, powerlessness, ignorance, and presentation.
1) Tension: It's easier to scare someone when you establish a sense of safety and then force them out of it. Or worse, shatter it and reveal it for an illusion. But scares start to wear off after a while. Eventually, you have to establish normalcy again.
2) Powerlessness: One key difference between a sense of heroism and fear -- knowing that if whatever is out there finds you, there isn't a damn thing you can do but hope you can outrun it. Whether it's a vastly stronger mortal foe, or something that can't be killed at all, just knowing you're in huge trouble if you encounter something raises the tension a great deal. Of course, if you get killed a lot, it becomes a chore. Amnesia is good about changing things on load if you die too often to keep irritation from ruining fear; that wouldn't really work for TES, and at any rate, you should spend at least as much time feeling heroic as fearful.
3) Ignorance: Your imagination can conjure things much more horrible than the nastiest monster model -- suggestion and darkness goes a long way. And your mind can conjure fear quite well out of nothing. Establish that there are things to fear. Put someone in deep darkness, where those things could be anywhere, where every shadow could be hiding something lying in wait. That is fear. Amnesia is great because, while light might make you feel safer, it also exposes you to enemies. You're always torn between returning to the dark, and staying in the light where at least you can see your doom approaching.
4) Presentation: Sound is key. Sound is what you rely on in the dark, and there's a lot of opportunity to use background noises to create a vaguely disturbing soundscape. It's even better when you aren't always sure whether a sound is background noise, or something you should be worried about. Another thing they did well in Amnesia (that might not translate as well to an Elder Scrolls game) is modeling your character's mental state as though he was there and simulating it for you -- seeing monstrosities, supernatural disturbances, or even being in darkness for too long cause you to start experiencing the effects of fear and panic. At first, your screen gets blurry and you start hearing strange sounds or -- maybe -- voices? footsteps?. Your character's breathing starts to come in desperate pants, his hands start to visibly shake, and eventually he falls on the ground and can barely even crawl. You start to panic along with him -- it's quite effective.
At any rate, I hope some of the BGS devs played it, so they could see if there are any ideas there they could draw from.