Tuesday, March 12, 2013

HW#8: AtmosFEAR

Now a days, video games and movies are extremely high qualitied that we often mistake it for being real. How ever there are some game and film that are just simply made for the public that at most doesn't even cost alot for the designers of directors to do.
Let's look at the perspective of horror games or indie horror in media entertainment in general; Games such as Slender (Mark J. Hadley, 2011), ImScared (Greg "Craola" Simkins, 2011), Grudge Forest (KaKoussNight, 2013) & Stalked (Hendrik Schiffer, 2012) are good examples of low quality made games but result in high rated fear impact on the player.
Which got me thinking, what makes these simply made & constructed games and films so scary to the viewer?

So we've already established that under cinematography, Cinema Veriti and its use of Realism is a great factor and form for indie films. How ever, upon my recent research I found an article titled Elements of a Horror Game - Atmosphere (Shane, 2009) wherein the the auther states the main factor for a good horror effect towards games.

Number one on his list is Atmosphere. According to the article, one of the important factors to a well credited indie game or any game in general is the proper use of atmoshpere. It's one thing to have a story and good graphics but the atmosphere of the game basically crunches everything all together to create a proper feel of the game.
What makes the atmosphere so affective is due to is relatable factor. The player or viewer is able to relate to the game mainly because they have this connection that can be seen in day to day lives, for example, entering an abandoned mansion, seeing the fog a the broken old furniture; it gives it enlightens the senses and opens the mind of the viewer. If the player is able to feel as if he/she is in the game, and if he or she can make that connection to simple elements in the game (such as trees and cars) then the atmosphere is then a sucess. As long as there are elements that are familiar with to the player, they will be able to adjust their minds to the game.



Silent hill wouldn't have been the same without the fog, however initially it was in there to speed up processing power, now its there purely for atmosphere

Atmosphere can be seen as the guts of the game, the envelope that encases everything else, with atmosphere wrapped around the experience you can get away with other lackluster elements (graphics, story etc.) because as long as the player is feeling the game then they will want to continue.
~ Shane, 2009

In addition to atmosphere, the author specifies that Story, abit of violence and Visual and Audio are the other main factors for a sucessful game. So with all 5 elements applied, credit will come.
At this point, I highly believe that these factors don't only apply for games but also to films. as long as the audience are able to relate and make the direct world connection, they film and game will be successful. Despite whether it maybe a low budget film or designed game, the relativity of the audience will work with the proper atmosphere.

And that is why games such as Slender, with it's simply made, textured ground and modeled trees are so impacting to the player. Plus, with it's background origins and story, it makes the experience at most more horrifying.
So to future film directors and game designers, the best way to make a successful piece of work is by having a good background story, make the atmosphere connectable to the audience and glam the whole thing up with visual sounds and effects.
And to those who find deep trauma in fearful films and games, just remember, dark can be lighten up; they are games and films, they are just.

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