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.
When designing the virtual environment in Lunarium VR (on my MA) I got really interested in how environment design can have a direct impact on narrative direction in terms of ‘spatial cinematography’. Having worked in NHS and private medical training delivery (for a relatively short time compared to others), it struck me how important narrative is in healthcare training. Often SME’s would talk about the patient and learner journey. In addition to story telling, I have always been fascinated by the sense of proprioception (The sense of self in space and time) I have explored in my own experimental work since 2007. I have produced various short animated content in natural environments, in the studio and in CGI software, while at the same time noting the response of my physical senses. Motion Capture : reenacting and capturing actions from activity in natural environments Way finding at grinsbrook dale, Edale. Black mirror experiments - immersive perspective shots....
During the pandemic, I was very thankful to living where I live in the heart of the welland valley; a heartbeat away from open green spaces, rolling hills, brooks and valleys. I was able to get out daily and walk the dog, which greatly helped. Approaching a research methodology In thinking about my own experience, and those I talk with in a personal and professional capacity; I am acutely aware of maintaining objectivity in a research process. This is challenging to do, but is possible when taking an academic approach. I am not an expert in mental health but I do know how to construct a virtual environment. My claim to authority is that I have been researching immersion and using virtual tools since 2007. I can construct a virtual experiences using unity game engine and can compare virtual environments with those I have worked in, in the natural world. I do so to examine things like spatial human interaction and navigation while experimenting with, ...
To experience challenging narrative in a safe way, I am thinking about design decisions that would positively support the affects of protection, agency and control. Decision that foucs on how to protect the learner from the negative affects of the experience. Considering things like ‘prospect and refuge’ in addition to or instead of, user interface design. I will need to consider Narrative and how this is directed by the VR Environment design, considering any negative consequences if the immersion on the player. I am initially thinking about two design solutions that would create a ‘safe space’ for the player and also allow the player to exit the screen immediately they no longer want to be there, so for example adding a visible UI that includes an emergency exit button (other than removing the HMD). This may afford the player a sense of safe detachment and agency to control their experience.