The Survival Horror Balancing Act

Ever since survival horror became a thing, video games and horror have gone together like peanut butter and chocolate.  Like cheese and wine.  Like me and everyone else’s girlfriends.  The inherent nature of video games lends a lot of tools that really compliment the necessary design for good horror.  The immersion.  The unpredictability.  The lack of story compression.  It’s ironic that a genre once defined by its mimicry of film elements has so quickly developed into something all its own.

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I played Fatal Frame 3 recently.  It scared me.  Well, until the last few chapters at least.  And in a totally manly way, that reflects no weakness on my part, of course.  It also made me wonder at how long it’s been since I’ve actually felt that kind of tension from a game.  Most of the big publishers have been going for more of an action horror ever since RE4 rocked the world, with even Shinji Mikami’s efforts to bring survival horror back to its base in Evil Within seeming to hew too close to the action side.  The action horror just doesn’t bring the same level of stress so necessary to horror.  The indies have been filling the gaps, but personally, I don’t think I’ve come across an indie game that quite gets the survival horror mix right.

Horror is not an easy thing to deliver.  I’ve tried.  That work will never see the light of day.  And horror in video game form requires a very specific mix of elements that seems to be increasingly difficult to get right as the medium goes on.

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The big thing at the center of video game horror is stress.  Which is kind of counter intuitive with most games, as stressing out the player is a sign you’re doing something wrong.  In survival horror, though, that’s central to the experience.  A lot of it should come from having some sort of empathy with your central character who’s in this situation so above them, hence why your character’s are always pretty weak and generic rather than being a true doom murderhead like me, but what’s unique about video games is that a lot of this stress gets imposed directly onto the player as well.  Necessary resources are always scarce, controls are deliberately clumsy, and viewpoints are pretty limited.  You end up having the player fight with the mechanics as much as the character fights with the terrors facing them.  Having your character comparatively weak to the enemies they’re facing is a big one, but you, the player, are weakened as well.  Taken outside its context, this would make for an absolutely horrible time, but because the goal of these games are not to be fun, but to fill your pants with dread, they get to use that as part of the experience they’re building.

The stress has to be very carefully managed, however.  That’s part of why the good survival horror games are so slow, and work entirely at the player’s pace, because it’s easier to manage the necessary stress that way.  You want a slow buildup there.  Time to realize that the next room may have a whole bunch of enemies and you’re down to your last healing energy drink.  You need to be able to suffer from the poor controls and camera angles without being overwhelmed.  You need to be pressed to the limit, ever fearing that last nudge that will push you over, but then taken back some so that being at the edge doesn’t grow stale.  And you need to be very, very careful not to push the stress too far.  It is so easy for that level of stress to rise from the tension necessary in good horror to frustration, killing the mood of the game.  A death is a pretty common trigger for that, not only breaking the immersion but providing a relief to the pending fear in the form of anger as the player now has to deal with the punishment that comes with the failure state.  Survival horror has a very thin line that it has to walk in order to be effective, and good designers both guide and push the player along it, keeping them at just the level of stress necessary.

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Most of the modern games I’ve played seem to have lost that balance entirely.  Usually it’s on the side of not building enough tension in the first place.  Now that the genre’s making way for action horror, most of the stress built is instantly relieved just by blasting away at your foe.  The big problem is not just that you can kill your enemies, but you can kill them comfortably.  Fighting them doesn’t have as much pressure when you’re carrying an arsenal and every fight is not this whole new struggle.  And not only does the pressure not get built up in the first place, you get immediate relief by overcoming it, so things don’t get built from conflict to conflict.  Also, it’s a little hard to be scared on behalf of your character when your character is such a badass.

So far, a lot of the indies I’ve played seem to take it too far in the opposite direction, going for an even longer game than standard survival horror, and not building enough tension up in the first place.  I know I’m going to have to hand in my keys to the internet for saying so, but this was my big problem with Amnesia.  You play that game for so much time without much happening, that any sort of threat the intro and mystery builds up just fades with time.  A lot of indie horrors focus on the more puzzle/adventure aspect that comes in with the genre, and you do want to give them that, as well as give them time to absorb the story and get the suspense built up.  But suspense and fear come from two different sources of tension, and any attempts to induce one will fall flat if efforts up to now were largely towards building up the other.

I’m sure there are still some good examples of classic, solid, fearful survival horror out there.  I just personally haven’t played any that have come out since the PS2 era.  And there’s a reason for that.  It’s just so hard to get the balance for horror quite right.  It takes a lot of personality put into the game, a lot of preparation for the player’s actions, and a lot of manipulation of the player without letting them onto it.  It seems to become a much rarer form that those who do undertake this endeavor do so well.

Proper Pacing of the Video Game Narrative, Part 2

I had planned for a big, elaborate introduction here.  But then I got stressed and sick and now I’m having trouble just focusing on the screen, so nuts to that.  Here’s the 2nd part to this post, where we talk about pacing of narratives in video games.  Last time we established the differences between narrative and gameplay pacing, this time we’re talking about how to get the two to play nice together.

Recognizing Your Tools

Most mediums for storytelling have fairly standard tricks for quickly adjusting the pace of a work. Books can jump between characters to always hit the most eventful moments at the right time, expand on the description and dialogue when its time to slow things down, or merely give readers a sense of complex happenings rather than having them shown in full, depending on what rate the author’s wanting things to move at. Films can make use of montages to speed up the narrative passage of time, make a lot of jump cuts to instill a sense of speed, or linger on long shots and facial expressions when it’s time to slow things down. Comics and graphic novels have long used the space between panels to imply more things are happening than being shown without affecting the narrative flow, and used the number of panels on a page to control how fast they’re being read through. I’d say that nearly all forms of storytelling have a set of basic tools for brute-force controlling pacing, that nearly all competent creators are so well versed in just from absorbing other media of the type that they’re able to implement them without even thinking.

I don’t think, however, that’s the case for video games. At least, not so much as it is for other mediums. Storytelling has a comparatively brief history in gaming, and study into the medium’s capabilities has been lacking. They just haven’t been around long enough for creators to pick up en mass ideas of what works and what doesn’t; what tricks can be employed to mechanically adjust the narrative pace and what maneuvers have a harmful effect on the work. This is one major area that I feel designers’ constant need to look to films for cues in videogame storytelling is a huge feeling. Sure, some of the same tools might be in play, but only for cutscenes. And cutscenes should really only be used when the plot can’t be adequately served by the gameplay engine. Instead, to really advance videogames as a storytelling medium, developers are going to need to learn to use tools specific to this unique artform.

And what tools are those, exactly? Well, if I knew, I’d be off making money as a pretentious videogame auteur and this blog would be a lot more popular. Based on my knowledge of writing stories and common game structures, though, I can at least make some educated guesses.

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Proper Pacing of the Video Game Narrative, Part 1

I played my way through Bioshock Infinite recently, and was struck by a major similarity it had with the original Bioshock. One major common thread that crossed through the entirely different settings, the different narrative styles, the different gameplay engines, that really popped out at me, so much so that every time I looked back on the games, I just couldn’t seem to get my thoughts away from it. No, it’s not the shared themes. No, it’s not the dual magic/guns gameplay. Instead, it’s something much more basic, much more overarching, much more meta.

Namely, Ken Levine et al cannot pace their game’s narratives for beans.

One thing I’ve found when dealing with creating art, though, is that obvious problems in the work are rarely simple as they seem. That glaring problem in a story that seems like it should be so obvious where it comes from and how to fix it? The real issue is likely caused by something seemingly benign several layers down, and the obvious fix would cause several problems in the story to arise on their own. It’d be easy to say that the creative team behind Bioshock and Infinite just have a bad storytelling habit. The truth of the matter is, though, while it’s obvious that Irrational Games really don’t have a grasp on good storyline pacing in videogames, “You’re bad at writing!” is not really much of a diagnosis, and the two games have completely inconsistent and opposing pacing problems, pointing at completely different aspects of the work that got away from them. The first Bioshock had a very simple storyline that was waaaaay stretched out over the course of the game’s runtime, and didn’t seem to care about matching up gameplay climaxes with the emotional and narrative climaxes. Bioshock Infinite had a much more complex story but ended up crowding a lot of events and revelations together, and had several instances where the gameplay actively tore your attention away from the narrative, distracting you with fights while plot was still going on. Between the two games, it’s easy to say Irrational is weak at pacing, but the flaws are too inconsistent to point to any specific quirk, technique, or style that’s causing the weakness.

It’s not entirely surprising, though. After all, video games are an incredibly young medium, and the time they’ve been seriously used for storytelling is even briefer than that. There’s not nearly as much documented studies of video game storytelling as there are for things like movies and literature, little opportunities to become educated on the subject, and few people who have been in the industry long enough to have gotten good at it.

So, I figured, hey, I should take the opportunity to work out how video game pacing might work myself myself. After all, I got A’s in both my game-focused programming classes and in my creative writing classes in high school, so that obviously makes the country’s premier expert on the subject! I have a responsibility to use my big, sexy brain for the betterment of mankind, and what better way to do that by making a few people slightly more enlightened about interactive electronic entertainment? There is no better way, obviously. So here we go: a brief glimpse into the art of narrative pacing in video games.

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