Safeguarding : Deconstructing horror VR games

 



Looking at Screen Based and HMD VR, I began by looking at faiths Horror Design toolkit. As Mason Smith of Airdorf games talked about story and affect, in his horror game development, I considered that as horror games are intentionally scary and frightening, What affects are deployed in terms of mechanics, narrative and affect ? 

It could be problematic, thinking about fear inducing games as entertainment. Horror games could be considered exploitative or maligning of mental health conditions but in these instances players are choosing to be frightened as they feel as if they are in safe place in reality. Given that this is a difficult thing to think about, I still think that the horror game genre has some really valuable information in them that could be used to design positive experiences, or conversely, presenting negative mental states in a safe way. 


What do you want the players story to be and how do you want them to be affected ? 




Protection: In The video Spatial Cinematography, the design of safe spaces was touched upon. Could this be utilised as a design choice that shields the user, when presenting stories about negative mental states. 



Keeping the player shielded or even potentially break the 4th wall in some way that keeps the player in their real space while experiencing a negative affect ? 

Silent Hill is a good example of a horror game. I have included a walkthrough but you should not watch it if you cannot view anxiety inducing content.




WARNING !

Includes Disturbing scenes that can cause fear and anxiety. 



Silent Hill Walk Through 



Lunarium 

When designing Lunarium, I was thinking more about how the narrative would unfold. I was trying to balance a linear storyline with elements of open exploration and game play.








I hadn’t looked at it from the perspective of affect and environment design before. There are a number of pinch points and through routes, single entry/exit points etc.





Lunarium Fairground - White Box Model 





Fairground entrance corridor with single entry and exit point (with character interaction )



Top Tent Hole (from the bottom looking up) with one entry point





Top Tent Hole Pinch Point with 2 exit points. 

A key Plot point with character interaction would be added here. 





Fortune Teller Tent with 1 exit point. 

Key plot point with character interaction (Exit to next Level)




A single pathway labyrinth with game rooms that lead to the central fairground.

Lines from a poem are presented one by one on the single pathway. 





Labyrinth Game Room with 1 entry and 1 exit point. 



There are many fear inducing affects that could be designed to frighten the player (with their consent of course!) 

Feeling trapped is one of those affects that create feelings of extreme anxiety. Having only one exit point in a horror game has a powerful negative affect on the player (which is desirable in this context). 

It might seem obvious but this should be avoided when when producing content that engages with mental health conditions that touch on feelings of anxiety. Using open spaces or wide corridors/ceilings etc would help the player feel less trapped. 



Prospect and Refuge 


An alternative design might be the safe sanctuary as this affords an affect of safety. From this vantage point, in the narrative could still be encountered but observed from a safe distance. 


I think I will look at that next… 

I am going to use my HMD VR tonight and play a few games while I look more at feelings of safety and anxiety. 











 

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