record

Thesis Info

LABS ID
00851
Thesis Title
Monster Camera: Creating perpetually unique horror experiences using disempowerment, reflection and uncertainty to imply a threat within video games
Author
Nicolaas Remmert Spreeth
2nd Author
Raymond Whitcher
3rd Author
Degree
MA Digital Arts
Year
2020
Number of Pages
214
University
University of the Witwatersrand
Thesis Supervisor
Raymond Whitcher
Supervisor e-mail
raymond.whitcher AT wits.ac.za
Other Supervisor(s)
Language(s) of Thesis
English
Department / Discipline
Wits School of Arts
Languages Familiar to Author
English, Afrikaans
URL where full thesis can be found
drive.google.com/drive/folders/1VkdtlTBVbnw6FzLASZyZya7rHV49Z-OX?usp=sharing
Keywords
Horror, Suspense through disempowerment, Procedural Generation, Research Tool.
Abstract: 200-500 words
Many horror video games make use of expertly disguised environmental funnels. Developers design these funnels to guide a player along a predetermined path peppered with suspense building events along the way. The funnels hide what is effectively a house of horrors on train tracks. A video game, entitled “Interloper”, was developed to allow the suspense building narrative arc to break free from linear progression. A variant of the “Search-based Procedural Content Generation” technique is used to track a static tension curve and spawn suspense inducing events independent of the player’s location. Each event is an inferred disempowering threat that flips between the perspective of a player and the antagonist while stripping players of their control. Preventing the player from seeing the antagonist makes each suspenseful encounter incidental and fully rooted in the player’s imagination. This feeling is enhanced by coupling the antagonist’s actions to the player’s movements in unlit areas. The video game can be used as a research tool that generates suspenseful stimuli and comes with built-in tools that can adjust internal variables. These variables include the number of events spawned, the length of each event, and various delays that affect the interplay between players and the antagonist.