The HCI International 2021 (USA) conference will take place in July (online). I will present the article "Horror Ludens: Using Fear to Construct Meaning in Video Games". You can read the article by clicking here and you can play the game by clicking here!
Below, the article's summary:
Abstract. In this article, we discuss how fear can be a powerful element to construct meaning in some specific video games. Titles like Phantaruk, Alan Wake, Here they lie, and many others help us to find some answers in this scenario, but herein we intend to focus our attention on the game Rapid Eye Movement (PC, 2020-2021). Created by an independent Brazilian studio named Abysstrakt Games, and scheduled to be launched in late 2021, the game sets its action in a dreamlike ambient where the player has the role of a person inside a nightmare, looking for clues to set the time on different clocks, trying to wake up. As a methodological process to understand how it is possible to create meaning using fear in video games, we have employed a formal analysis of gameplay that “is based on studying a game independently of context, that is, without regarding which specific people are playing a specific instance of the game”. We have observed a group of players of Rapid Eye Movement in order to study how moments of horror and terror create an atmosphere of fear and, consequently, the meaning of the gaming experience. In this work, we present these impressions as a qualitative research, with the objective of identifying the main points inside the fearful experience of playing Rapid Eye Movement, in order to comprehend how terror, horror, anxiety and despair could be used to support the game design process.
Here They Lie is a Playstation 4 game signed by Tangentlemen and Santa Monica Studio. The game transports you to a terrifying parallel world from which you cannot escape. Inside this bizarre place, it’s necessary to explore a nightmarish city inhabited by malevolent creatures. In this experience, the point of view is first-person and you can only use an old flashlight as a weapon.
In the whole gaming narrative you must wrestle with life or death moral choices to uncover the mystery of the woman in yellow (a kind of Ariadne that guides you through the city maze and corridors inside buildings). There are two ways to play Here They Lie: classic version or using VR glasses (which enhances the immersion in the story). Check the mysterious trailer below:
Despite the beautiful graphics and soundtrack, Here They Lie caught my attention through the perfect balance between narrative and gameplay. You only run from the monsters; inside this dark dimension, you are only a voyeur, observing a scenario of pain and blasphemous acts. The only thing you really do is walking around the huge city capturing hints to discover what is happening. Where’s the fun in it? I think Here They Lie is the kind of experience that brings literature features to play.
For me, having played Here They Lie from the beginning to the end was like reading a book written with a Kafkanian and Lovecraftian touch. The situation is too absurd but, with the suspension of disbelief, you can accept that this strange world makes sense. The story grabs your attention and curiosity leads you to find the answer for some questions like: How did I get here? Who is the woman in the golden dress? What are the creatures with animal heads? Why did it happen to me?
Games like this one lead us to the multiple possibilities that we can experience today in the gaming market. We still have “triple A” first-person shooters with zombies but on the other hand, a huge universe to explore fantasy in a different way. We are leaving a privileged ambient of ludic possibilities. To play different games like this one is to create a richer repertoire for classes, gaming projects or gaming discussions.
Fear is one of the most ancient feelings orbiting the human existence. The feeling of fear, historically, has been a fruitful basis where different writers, filmmakers and many other storytellers seek the inspiration to create their works. Video games, legitimated as “forms of media, human expression, and cultural importance” (FLANAGAN, 2009, p.67), were not left out of this list; the sophistication of the latest generations of consoles elevated fearful ludic narratives to a new frightening level.
In this context, we can discuss how fear could be a powerful element to construct meaning in some specific video games. Titles like Evil Within, Alan Wake, Slender and many others help us find some answers in this scenario, but in this post, we intend to focus our attention on the game Outlast (Playstation 4, 2014). Created by an independent studio named Red Barrels, the game sets its action in a psychiatric hospital in which the player takes the role of a reporter looking for clues of some bizarre experiments made with the patients. Without weapons or special powers, the player has only one hand cam to help him through the journey. Hide and run are the only options to escape from some creatures and tormented patients of the hospital. This kind of fear-based game, unlike other game genres, e.g. role-playing, first person shooters, puzzle, action, sport games etc., focuses on stimulating the player in a negative way. Check the trailer/gameplay below:
In this situation, fear is understood as creative “fuel” to develop narrative, gameplay, experience and immersion. Spinoza, in his book Ethics (2005), set out to analyze the origin and the nature of human affections taking as its starting point the desire, joy and sadness. Spinoza postulates that human beings, by nature, are passionate and affected by external forces to it. The Dutch philosopher drew a deep observation about feelings/passions that underlie human existence, complying aspects of fear.
The rhetoric of fear allows the development of games with meaning based on horror and terror like Outlast. About this, Ghita (2014, p.58) says as a refining of fear, ‘terror’ constitutes a multifocal aesthetic emotion, whose main feature is the state of anxiety, brought about by a well-balanced series of artistic elements: plot, atmosphere, characters. As an intensification of fear, ‘horror’ represents a unifocal aesthetic emotion, whose main feature is the state of revulsion, brought about by the paroxistical development of the afore-mentioned artistic elements.
In the context of game design using fear/terror/horror to create meaning in Outlast, it has been possible to identify three specific elements as Nielsen and Schønau-Fog (2013, ps.52-53) propose: 1) a deep narrative that allows the player to invest emotions into the character; 2) a deep sense of freedom to establish a connection and a deep grade of immersion on the player; 3) and, finally, the player should feel like a victim rather than a contender. Another point to highlight in this category of games is the use of “illogical architecture to turn houses, gardens and streets into great mazes which would make no sense in the real world” (NIELSEN; SCHØNAU-FOG, 2013, p.45). In Outlast – our main example for this post – we can identify these previous elements strategically hybridized with many different aspects of terror and horror, the narrative works alternating these both aspects to create a stronger immersive experience for the players.
Maral Tajerian, in an article for the site Gamasutra.com entitled “Fight or Flight: The Neuroscience of Survival Horror”, says that anxiety is a point to highlight in terror games. This author also says “next to fear, anxiety is perhaps the most prominent feeling experienced in video games. Unlike fear, which is a response to an imminent threat, anxiety is a response to a future potential threat”.
In this ambient full of “ludic fear” there’s a crucial question: why do some players search for fear and other bad feeling in games? To solve this puzzle, we quote Suits (2005, p.55) who says, “Playing a game is the voluntary attempt to overcome unnecessary obstacles”.
Now on to your opinion.
References:
FLANAGAN, Mary. Critical Play - Radical Game Design. Cambridge: MIT Press, 2009.
GHITA, Catalin. Discussing Romanian Gothic. IN: KATTELMAN, Beth; HODALSKA, Magdalena. Frightful Witnessing: the rhetoric and (re)presentation of fear, horror and terror. Oxford: Inter-Disciplinary Press, 2014.
NIELSEN, Danny Langhoff; SCHØNAU-FOG, Henrik. In the mood for horror: a game design approach on investigating absorbing player experiences in horror games. IN: HUBER, Simon; MITGUTSCH, Konstantin; ROSENSTINGL, Herbert; WAGNER, Michael G; WIMMER, Jeffrey (Eds.). Context Matters! Proceedings of the Vienna Games Conference 2013: Exploring and Reframing Games and Play in Context. New Academic Press: Viena, 2013.