introduction
Hello! My name is FROGMIRE! I will be covering how you can make better horror experiences!
I want to cover a number of topics:
- story
- visuals
- audio
- gameplay
- qol
edit history
EDIT 1:
- fixed line spacing issue on The Mimic example
EDIT 2:
- rewrote/reformated the story section
- added environmental storytelling
- reformated the visuals sections
- added Lighting and Effects
EDIT 3:
- added edits section
- changed “Doors” to “DOORS”
- added small sound design section(I might add onto this later)
EDIT 4:
- complete rewrite/restructure..
- other stuff
EDIT 5:
- finished rewrite on some subjects
Prior to beginning, I would like to refer similar posts and topics to this:
- Halloween and Horror
- BOO - The 3 Prime Elements to Spice up Your Horror Games!
- How to Make a Terrifying Horror Game
story
main story:
My previous version of this put a bit of emphasis of having a good story but I’ve changed up on this.
Stories are important and yet no so important at the same time. This is probably one of the hardest topics to cover here as some games have and don’t have them and can be both great or horrible. But, I think that your game really should be carried by gameplay over story.
But hey! What if you want a good story, what makes it that way? I couldn’t tell you but I think it a lot to do with pacing, plot, and characters. Try researching those!
It should be mentioned that I personally think that darker topics are almost always conveyed poorly on the platform. Tons of weird romanizations of suicide and mental illness. If you plan on covering that then research that stuff. But as I stated in previous edits, I think these should stay off platform.
environmental story-telling
Now, this is something I can cover!
Environmental story-telling refers to using the environment to convey a smaller story or guiding the player with cues from the environments.
I cannot think of many Roblox games that utilize environmental story-telling very well other than BUNKER.
Example
Some people consider notes to not be environmental storytelling, but in this game. You are isolated in a bunker with nobody so having corpses or blood would make it much less mysterious as to where the people went.
Outside of Roblox, there is a ton of games that do this. Fallout is known for their unique take of throwing skeletons everywhere in various different poses.
How does one go about using environmental storytelling?
- notes/logs/other text based things
- corpses
- inventory notes
- decal placements
- enemy placement
An example could be finding a note from another survivor about meeting up in some future location and as your approach said location you find an individual zombie that looks recently infected.. its the survivor!
I would like to provide a video on the topic.
visuals
model consistency
I don’t need to mention this but this applies to all genres of games. Model consistency basically means that all models look similar to each other in quality and appearance.
For example, this could be your sword model:
and your dagger:
It’s pretty obvious that these models are NOT consistent. One looks like something you’d see in Elden Ring and the other looks like its from TLOZ: The Wind Waker. If you wanted to fit that Elden Ring style then you’d find a more complex dagger model with nice high resolution textures.
Basically, just balance out your visuals with similar amounts of positive and negative space.
Roblox has a RDC presentation on this and I think it is awesome!
I think player avatars not fitting is fine though. Cannot control everything!
lighting & effects
This is a hard one to cover as lighting completely depends on so many different factors but I think one of the worse things to do is have excessive darkness where it shouldn’t belong.
But obviously, there are so many factors on this. For example, lets say we want to make players want to avoid going out at night in the game so we’ll make it excessively dark so its hard to navigate and while we are at it.. lets toss in a couple of monsters in the darkness!
But overall, darkness is really dependent on the game.
As for effects like the post-processing effects, I find that DepthOfField and Blur sorta suck. If you think they add to the experience then go for it but I would not.
Another cool thing about lighting is that you can use it to guide players in dark environments and you can also use it to trick them.
audio
subtly
Audio in Roblox games are LACKING. There should be a larger focus in the subtle sounds stuff that make an ambience in a game.
Sound ideas include stuff like:
- movement
- wood floor creaking
- glass cracking
- machinery
- light humming
- pipes
- insects
- liquids
- heartbeat
- breathing
- wind
- thunder
soundtracks
This is not that important but is nice to have. It can give your game a bit of a unique identity and it allows you to have that creative freedom in how your game’s music sounds. Not everyone has musical talent or the resources to pay for it!
Here are a couple of games that use their own soundtracks:
But again, it really needs to be mentioned that soundtracks are nice to have but you can always just use Roblox’s APM music or use free music.
gameplay
What exactly even is a ‘horror’ game in the first place? What exactly is a genre in a video game? We have genre’s for:
- action
- adventure
- rpg
- strategy
- sports
- and more
and those can be divided into their own genres.. and be combinations of genres.
Horror is more of a theme or style than a genre. Funny enough, Roblox places used to have ‘genres’ which were mostly just themes like ‘pirate’, ‘ninja’, ‘wild west’, and even ‘scary’.
So we’ll just generalize some things to make this easier for me and you.
uncertainty
This is pretty self explanatory. Patterns are comforting and breaking those patterns causes a bit of unease and uncertainty. You’ve probably heard this before where someone uses the HP Lovecraft quote of “blah blah the strongest fear is the fear of unknown.” Hence why some people are afraid of the dark because of what could be in the dark.
This is why changing up rules you establish is a great way of scaring the player! For example, Amnesia: The Bunker does this with the safe room. Near the end of the game, the same hole that the monster uses appears in your safe room!
And yes, this also can be applied to the story.,
pacing
There should be buildup and releases of terror. You should allow time for recovery. Safe rooms are good example of this in the Resident Evil games and other games.
enemies(/monsters)
So this is going to be against the generalization a bit but I think it’ll apply to most projects.
I think designs are very important but this is such a hard thing to tell you how to do better! But, I’d argue that using blocky Robloxians or anything that looks remotely like a Roblox avatar is not very threatening looking.
Of course, you should consider your target audience or the art style. Back when I was a kid this spider enemy from Total Miner: Forge gave me nightmares for weeks.
It did play a loud screaming sound though.
For some nice design references I recommend checking out Bloodborne, Dark Souls trilogy, and other souls-like games.
As for something, I think would benefit a lot of games for immersion would be giving these enemies some sort of behaviors pattern so that they do more than just wandering. I have a incomplete topic about some frameworks for nice NPCs. Half-life’s cockroach AI is more advanced than most enemies in Roblox horror games… Think about that.
Instant death enemies aren’t very fun to deal with in most games. If you provide tools to prevent it like in Amnesia: The Bunker, it is fine. Otherwise, if its just based on running away I would make them hurt the player. I think it is much more scarier to know how close it was killing you than having it instant kill you.
jumpscares
Jumpscares are fine.. they work their magic sometimes… just don’t overuse them.
There should be an expectation that something is going to happen, but it should not be predictable. You could also bait out jumpscares by not even doing them.
If you plan on having instant kill enemies then please do not force players to see the same jumpscare each time.
quality of life
This is such a weird topic but I feel as if it necessary since so little games provide nice qol things like:
- progression saving
- subtitles
- hints for objectives/puzzles
- skippable cutscenes
- brightness sliders
- toggleable movement states like crouching/sprinting
This just makes for a better player experience but clearly not all games need these.
conclusion
We are officially done!
Horror games(honestly all games nowadays even off platform) on this platform are mostly uninspired but my hope is that will change, and more importantly that my topic has helped you create a better horror experience on Roblox!
Thanks for reading or skipping down here!
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