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Tgaud's avatar
Tgaud
Honored Guest
12 years ago

Rift horror Game Idea

Hey, i have a new idea of gameplay with rift.

This would be an horror game.

I had this idea while looking some Tv show suspense/horror, where often someone is in the woods,
there is a noise, he turn back and see nothing, just a branch moving.. like if someone has touched it, but no one is here.
And where ppl always die when not looking, or when being alone.. and we never see what the "monster" look like.


So the main Idea would be a game where we are in the woods or somewhere dark, we have to go somewhere and accomplish so stuff, enigma or bring materials to escape from an island or to send a SOS.
And "something" is chasing us.
It would follow us, making noise, and sometime attacking/killing us if we're not looking.
We would never know what it would look like , we would just see clues about its presence.

The only defense we could have would be to "look" in its direction, it would make it disappear momentaly (even if it never "appear" visually)..

So it would be some paranoiac gameplay, forcing us to look over our shoulder at every noise, to be sure we're not attacked. while being obligated to find our way, and resolve some enigma, so we should also look forward.

This would really use the "motion tracking" aspect of the rift.
We could also think of a multiplayer gameplay, where the menace is even bigger, but where we could look and cover each other with our vision, the best we can, while moving accross the place, trying to escape.

we could also mix things with sometmes savage animals, that would attack us even if we look at them, and where the only solution would be to run...
So run... or turn back to check the "ghost".. and move slowly... a really stressing game.

3 Replies

  • I like the idea of forcing the player to act in a way that is counter to their intuition. If they "know" the monster is behind them, the last thing they want to do is look at it.

    The problem with this design would be the atmosphere. A horror game without a 'horror' is hardly a game. There would need to be a strong mechanic for knowing the monster is near (think: the distortions around Slenderman).

    I recall an attraction that used to exist at Disney World where the guests sit in special immobilizing chairs around a center tube where they would watch experiments in teleportation. Of course, things get out of hand and one of the monstrosities breaks loose into the dark room with the audience. The only things that the audience would experience were created by the chair: a brush on the leg, two hot jets of air on the back of the neck to simulate breathing, and after a scene where a "technician" attempts to fix the machine in the ceiling area, he screams and warm liquid sprays the audience from above.

    Similarly, the entire experience in your game would need to rely on a lighting and sound mechanic to properly bring the monster to a believability with the audience, namely: shadows and sound. Maybe even a puff of smoke when the monster is scared away after looking at it. Maybe it could remain invisible and you would have to rely on its screech and stomping to indicate that it's actually running away.
  • Tgaud's avatar
    Tgaud
    Honored Guest
    Well, the "stress" would come from the survival itself.

    Like in every game where you can die easily, even without monster, you're stressed to lose.
    It would be the same, but the simple fact you're not sure where the danger is coming from, would add some sensation I hope.

    even a game with a cute white rabbit running after you, and killing you on contact would be stress full.
    there is no need to see the monster to be afraid of it.

    the suggestion is even more a very powerful weapon
  • I agree. This is why many horror movies do not show the monster until the final act. Once the viewer sees it reduces the amount of fear.