私はゲームに取り組んでおり、いくつかのジャンプ恐怖を含めたいです。そこで、ここではかなり単純な質問です。何が良いジャンプを怖がらせるのか、そしていつ、どのように起こるのでしょうか?
私はゲームに取り組んでおり、いくつかのジャンプ恐怖を含めたいです。そこで、ここではかなり単純な質問です。何が良いジャンプを怖がらせるのか、そしていつ、どのように起こるのでしょうか?
回答:
ゲームの詳細を教えてくれれば、誰かが特定のジャンプ恐怖を書くのを手伝うことができます。しかし、ジャンプスケアが機能する理由を理解することは、はるかに価値があります。
ジャンプ恐怖を利用する正しい方法は、ジャンプ恐怖の前後に何が起こるかに焦点を当てることです。なぜプレイヤーは、クローゼットから飛び出したスケルトンがうまく作られていないのに怖がるほど真剣に世界をとるのでしょうか?
緊張と雰囲気。プレイヤーが投資しているような、信じられないような世界を構築する必要があります。プレイヤーにストレスを加えると、実際のジャンプ恐怖が自分自身を書きます。ジャンプの恐怖は、単にリリース、またはプレイヤーのトリガーです。恐怖は、プレイヤーが恐怖を予想しているため、プレイヤーの頭の中にあるものです。
ホラーゲームについてのこの短いエクストラクレジットビデオで詳細を確認できます。
戦うか逃げますか
ジャンプ恐怖は、あなたの主な本能を乱用します。優れたジャンプ恐怖は、プレイヤーを即座に生命を脅かす状況に置きます。あなたが最後のペレットを食べる直前にピンキーがあなたの前に現れたなら、あなたはジャンプ怖がるでしょう!ゲームの設計を考慮することは重要です。プレイヤーがレギティマトリーに強制されていることが重要です戦うか飛ぶ。
恐怖では、通常、大きな音が追加され、効果が増幅されます。
さまざまなジャンルの適切に配置されたジャンプ恐怖の例:
さらに、ジャンプケアが公平かどうかを考慮することも重要です。たとえば、「私は男になりたい」というのは、不公平なジャンプ恐怖です。
I have never made a horror game, but when I play them I get most scared of unexpected jump-scares.
Having a good environment, making the player not being able to see everything clearly around you, maybe fog that stops your vision from being very effective.
Just generally making the player feel like he can't do much about it.
But I think it changes from person to person, this is just how I "prefer" to get scared. :P
W
button again and SCREAM! It turns around instant and start screaming like hell. I jump scare like I never did before, while I trow my mouse away as a reaction. After calming down, I found out that she's gone and left a note. So yes, unexpected jump-scares can get you scared, but this one will haunt me forever
Another technique that it very effective is to lull the player into a false sense of security by having them repeat an action several times, then jumpscaring them on the last time.
For example, in Outlast, I very distinctly remember a scene where you have to walk past a guy who is sleeping in a wheelchair. When I first played it, and in several let's play videos I have seen, the first time walking past him, you are very uncomfortable. Everybody expects him to jump up out of the wheelchair and attack you. He doesn't. 5 minutes later, when you have to walk by him a second time to get back to where you were, no one expects him to do anything. So they will just blindly walk right by him. When he jumps out of the chair and attacks you, it is a lot more terrifying because you were not expecting it.
Overall, anything you can do to make the jumpscare unexpected makes it scarier.
The best time to "jump" something to scare player, is when player doesn't expect it. I mean, it won't have a meaning to do this when all ambient sound is already scary and environment is dark, player would know something will happen in this situation. But when he is just walking across a corridor and you throw a monster from a side-door, this is a good jump scare.
You should probably build the tension first which can be achieved by good ambient sound effects. Then its just presenting the player with the unexpected jump scare :P
I believe that the most effective jump scare is when the player is focused in doing something else. If it's not unexpected it won't work.
eg. A monster jumping down the ceiling when they are in the midst of solving a puzzle to get to the next room after killing all the monsters in that area.
I think the biggest way to make a jump scare effective is to make it random. Especially in modern games where it's commonplace for the player to be able to respawn a few rooms back if they're killed, having a jump scare that occurs predictably in the same place every time isn't really all that scary after the first time. For each encounter, pick a dozen or so nearby places it could occur and pick one for each run-through. Not only does this heighten the impact of the scare, but it adds replay-value as they game will feel a bit different every time.
I'm not an expert, but the golden rule is don't overuse it. And also make it a total surprise, meaning don't reveal when it's expected to happen. Also, it's best used when the player is concentrating at something else, in this case, their guard will be down because they are focusing on something else, so the effect is mush bigger. I hope this helps.
To make a great in-game jump scare scene you first need to drag player's attention and concentration away from the horror theme, make him focus on some other elements in the game(challangable parts that require 100% of the players focus like searching for element; solving a puzzle...) and execute it once his doesn't expect it at all.
A good example is the one with the Batman game where the game requires 100% of the focus, you probably will fail it a couple of times and once you success you have the feeling of relaxation because you finally passed it, but all of a sudden it happens!
Someone mentioned you need to prepare the player with some pre-scenes of tension. In reality that's not the way to do it but you need to do the opposite.