良いジャンプを怖がらせるのは何ですか?


31

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?


7
ゲームデザインゲームメカニクスを適切に使用するためだけに、これを+1したいと思います...
ボジダルマリノフ

1
バットマンアーカムナイトは非常に良いジャンプの恐怖がありました。ゲームのある時点で、化学プラントが爆発したときに化学物質が街中に広がるのを防ぐために、バットマンは4つの化学タンクを降ろさなければなりません。プロセスは簡単です:(非常に揮発性の高い)タンクをドックからドラッグします-速すぎたり、破裂したり、遅すぎたり、時間を使い果たしたりしません。向きを変えて、部屋の中心まで歩いてください(速すぎず、遅すぎません)。タンクを廃棄ドックに置きます(速すぎず、遅すぎません)。4つのタンクのそれぞれについて繰り返します。
ノロナー

1
バットマンが最後の戦車を降ろして振り向いた後、誰かが彼の前に立っています。ジャンプの恐怖は良かった。なぜなら、プレイヤーは戦車を降ろすことに集中しているからだ。
ノロナー

5
何回も実行されるアクションと組み合わせて表示します!オリジナルのFEARには素晴らしいものがありました。はしごを降り始めたときは、常に歩いて来た方向に向きを変えていました。FEARには、はしごを振り返った後、顔の前に不気味な少女アルマが現れるはしごが1つあります。怖いゲームについて学びたい場合は、FEARゲームをプレイする必要があります。
トラウベンフックス

2
いくつかのインスピレーション:whatculture.com:16最大のジャンプ、恐怖でゲーム
unor

回答:


27

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。


7
余分なクレジットが大好きです。ゲーム開発者にとって強力なリソースです。
コーリーオグバーン

5

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:

  • プラットフォーマーの画面の下から来る火球
  • RPGで胸をまねる
  • 真ん中をまっすぐに跳ねるピンボール
  • レーシングゲームで突然の強情
  • 細身の男

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。

https://en.m.wikipedia.org/wiki/Fight-or-flight_response

https://en.m.wikipedia.org/wiki/Jump_scare


Nice explanation of the general concept, helpful links and good examples. But since your examples are not common examples of the horror genre, I think they would benefit greatly from an explication of their connection to the general concept and the differences between them. This could help to figure out which different ways there are to implement a jump scare.
Kronos

4

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


1
[1/2] Although I mostly agree with you, it is not totally true. A while back ago I was playing Slender: the arrival, in the spirit of Halloween (whoehoe). Anyway, I came across this "torn apart" house and upon entering I hear a female crying. Given the type of game, and that it was dark, I knew something was up. I backed out and first checked the surroundings, but I knew I had to enter and face her. So I enter the room and see that "monster" crying facing away from me. I set one step into the room, and nothing happens. A couple more steps, and still nothing changed, she is still crying.
Mathlight

1
[2/2] I set just another step, afraid of what will happen, but nothing changes. She is still crying, and I'm just standing there. With fear in my fingers, knowing that I cannot escape the doom I'm about to enter, I press the 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
Mathlight

@Mathlight Good point. I honestly don't even play horror games that much. Since I literally get scared to shit when I play csgo and a enemy pops up around the corner. lol. But I do agree with your point.
BiiX

@Mathlight one of the best jump scares I have ever seen was the "look behind you" jumpscare in the original slender. *shudders *
DJMcMayhem

4

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.


3

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.


1
Totally agree with this one. If the music gets ominous and you take a very long walk down a hallway towards a door, then don't put a jump scare right behind the door.
Thunderforge

2

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


An excellent example of this is the Five Nights at Freddies series. I've never in my life had a game scare me suddenly as those games. You know it's coming, but BOOM, you scream anyway...
Tim S.

2

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.


1

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.


0

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.


0

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.

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