Monday 29 February 2016

Fundamentals of fear

The way all living things feel fear is due to a defensive trigger in the brain. This is a natural trigger that signals a threat of danger. Understanding how to create fear within a game, and how to create these emotions for the player is the first step in the research of this paper.

  “Fear is the great force that prompts to acts of self-preservation and operates as effectively in the brute as in the human animal. Even in plant life we can trace evidences that indicate the presence of a natural law operating very much as fear does upon brute in- stinct and the human mind.” (The Psychology of fear, p.250)

Fear has played a vital role in the evolution of life since the very beginning. It is what makes every living thing feel alive. For example, walking home down an empty dark street, adrenaline begins pumping and people will become more aware of their surroundings. Senses are heightened and even the smallest sound can put them on edge. Catching something at the corner of their eye can cause them to tense up and expect danger. Sounds and sights are elevated due to this natural response. An animals brain will also react in the same way when feeling threatened. For example, a small animal being hunted will feel threatened, thus causing the release of adrenaline to heighten their senses and evade the predator.
The process of the creation of fear is entirely unconscious. The area that causes this is the hypothalamus. This is the area of the brain that produces many of the hormones and different chemical substances within the body. Muscles will begin to tighten, heart rate will increase and the senses generally become more alert to the surrounding environment. If humans and all animals alike did not feel the effects of fear, they wouldn’t survive very long. There would be no fear of oncoming traffic, falling from heights, getting in a fight etc. Because of this people can judge what is safe and what is not. 

“Fear is generally considered a reaction to something immediate that threatens your security or safety, such as being startled by someone suddenly jumping out at you from behind a bush. The emotion of fear is felt as a sense of dread, alerting you to the possibility that your physical self might be harmed, which in turn motivates you to protect yourself. Thus, the notion of "fight or flight" is considered a fear response and describes the behavior of various animals when they are threatened--either hanging around and fighting, or taking off in order to escape danger.” (The complexity of fear 2011)

The use of this emotion has been seen throughout the evolving of games which is especially linked to the environment the player is in. Survival horror games such as Outlast (Outlast 2013) use the environment well to evoke fear into the player. The blood splattered floors and walls against the old, dark and grubby rooms emphasize the gore, provoking a more intense reaction of danger. The muffled sound of wind or noises in the distance also increase the feeling of fear as it makes the player anticipate what is ahead, which is usually danger. Understanding the reason behind these feelings is what leads to a truly terrifying experience and understanding the mechanics of the brain when faced with these types of environments is vital with the development of games. Many areas of these types of games are very poorly lit, which is done on purpose to increase the players anxiety. Darkness impairs a person’s vision which is a vital sense that allows people to understand and analyze their surroundings. It is a humans most valuable sense and without it, there is no control of the world around them and are unable to defend themselves against any approaching danger.

“In order to deal with conflict and problems in life, Freud stated that the ego employs a range of defense mechanisms. Defense mechanisms operate at an unconscious level and help ward off unpleasant feelings (i.e. anxiety) or make good things feel better for the individual.” (The Ego and the Mechanisms of Defence. 1966)

The feeling of being alone with nobody there to help in events of difficulty when things go wrong also effect the player on a psychological level. If they get injured or lost it is all up to the player to decide on how to move forward. This all adds to the experience of games. By being alone with no sense of guidance the player must make the decision to move through areas by their own will. This leaves the player in a constant state of stress and feeling “on edge” throughout the experience of the gameplay. Being in charge of personal decisions increases the thought over making these decisions and trying to see ahead to future consequences.

“new research indicates that certain games may actually boost brain power and improve strategic thinking. The study found that test subjects playing the real-time strategy game StarCraft exhibited more agile decision making as well as overall improvements in “cognitive flexibility” — the mental faculty of creative and lateral thinking.” (Video Games Improve Decision Making. 2013.)

Wednesday 24 February 2016

Humans need contact with others and find comfort when in the presence of other people. Having nobody to rely on for aid can have a psychological effect on the player as nobody has their back. Its leaves the player relying on their senses. Sound effects, music, and the design of the environment heightens the player’s awareness to all these parts.


http://www.gamesradar.com/ways-horror-games-use-psychology-scare-crap-out-us/

http://uk.ign.com/articles/2014/09/16/the-rise-of-emotional-decision-making-in-games

Friday 12 February 2016

Vast open world games take advantage of this type of gameplay. Recent games such as Fallout 4 (2015) allow the player to choose between factions, companions and even various side quests depending on character traits. This happens very early on in the game, forcing the user to make decisions promptly. An example of this would be an increase in the charisma trait, allowing the player to convince or even intimidate other characters to do as they say or reveal important information, which changes the experience for every user. Companions within the game are also a big part of the playing experience. Every player will have a favorite, but each will feel like they have a duty to protect them. The companion could be covered in armor with an assembly of powerful weapons or just a loyal dog. Each player will feel as if they have a responsibility to care for and protect them.


Purely story driven games such as the Telltale Game series offer an alternative to open world games. The Telltale series based on the popular TV Show, The Walking Dead (2012) is a great example of this. Playing as the protagonist, the player must make difficult decisions throughout whilst trying to look after and be a good role-model for a lost child. The decisions have to be quick as the player is timed on their response each time the dialog shows on screen. Trying to keep each member happy is a challenge in itself and its certain that some characters will be less welcoming.

Wednesday 3 February 2016

Strong story lines in computer games are becoming increasingly popular in the games industry. A game without a strong story can be fun, but it is not something that will be remembered for a long time. Strong stories connect to the player making them feel guilt, betrayal, happiness and other forms of human emotion. They can also connect with the player on a personal level and even teach new experiences.

Decision making in story driven games has made a big impact on the way players play through the game and players will pay more attention to their actions. The consequences of making a decision early on can greatly affect the experience of the gameplay later in the game. This encourages the user to think before they act as it could change the whole experience from then on out. Whether it is by choosing certain character traits (Charisma, Weapon Skills etc.), exploring the map in an alternative way or even killing off a character early on, these can all have a huge effect on the final outcome of the playing experience.