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Ahhh, the old dilemma with such of taste [...] Writing is an odd source for you and others to open information not accessible. - Write just that!

Posted by Lon-nah on Aug 9th, 2013

-EDIT-
Administrators, why have you archived this? This is a-lot of research, it took 3 days to write and is respected by all of our team & fans, please, add it to the front page(!) Thanks.


Hello.

Ever thought to yourself, after seeing, playing or reading something, that it was unoriginal, or that you've seen it before? No? You liar! It is impossible to have witnessed something that is so creative, it is original.
Books are a good example; if you're reading a horror book for the first time, it may peak your interest because your pallet is not used to what you're reading, but read Different Seasons & then The Shining, you'll notice several similarities. Like the explaining of occurrences.

But I'm not here to tell you names of Great books that copy other Great books, or just books, I'm here to explain to you how to avoid the 'bad' kind of copying. Like locations & names(;)



So, you're writing a horror novel, or other text, you are tied between a setting, a feeling and a thought, thing I find 'Keys' to my writing, and you're having trouble, because, let's face it' you're beginning, a newbie. - To jump-in; select the corresponding dilemma that relates to you, and your writings:


1 - Problems with setting, location and feelings


2 - Troubles with actions, objectives and characters


3 - Faults with horror, and the way it effects the reader/ player




1 - Problems with setting, location and feelings:

Attacks to your own work;

Whilst writing, you may find that you will blindly start writing-off just random ideas and thoughts that hit your head, you may write by the 'First idea to hit my head wins' method, but that is the same as building a jet with 'Just the tools you have'. You're gonna' need to understand and predict your actions when writing. "You can't wait for inspiration. You have to go after it with a club." -Jack London - This is true. Think about how you'll role out your idea, maybe even change large aspects that'll let you go farther when writing your story. Don't be afraid to change a drastic amount to make a drastic improvement(!) Now, I heard you have a problem with the setting? It's simple, and complicated, how simple is your story, because you may just need some woods, you a hospital, but this really dithers on your story (Duh). If you're just starting; try thinking about how your main character(S) will react to their problems, and how differently they'll react if it took place in a different area. For example, WEBF takes place in a desolate wasteland that represents a vague past of earth, and its civilization. The ENTIRE game would be different (Not just gameplay) if your team were just 'In some woods' 200 miles away from the bad guys.

Silent Hill 2 starts with very calm, it's very cereal(!) - We see that lake and the opened car door, and think 'What happened here?' - 'What has that person felt?' - This is perfect for a mental horror like Silent Hill, it just fits how the game will really put you in your comfort place before waking you up with a pan of cold water and a slap to the bollocks!

Try adding some form of happiness to your setting, if it's near a school; children's voices, and/ or toy sounds. Near a hospital? Weeling noises from a bed, or breathing apparatuses noises.
Ambiance is something that really changes the atmosphere(!) - And most ambiance scapes can be used over-and-over again, a moldy, stuffy, thick soundscape for woods, cabins or retreats, a metallic, steel, cold, cool soundscape for factories, buildings, warehouses, general rooms or large vehicles. Oh, and tunnels, nothing doesn't work for a tunnel, so-long as it has base and a slow to extreme tempo. All-though, this is just my criteria.

Really think about how your character(S), in themselves, would act in your chosen local. Or how they'll find certain objects/ weapons if they're in a desolate area.

The feel of an area in a game comes from textures, but in a book; you're stuck and construed to explaining your feeling and mentality of writing to someone else, who'll only get 30% of what you're on about. For games, it's obvious how to invoke feelings through textures; if it's a paranormal setting, allow for movement of walls, pulsing or fobbing. If it's to inflict worried-ness, use a blue-hue, or a yellow tint to dark rooms. But, books:

Nothing will allow you to explain to the fullest, what you're talking about. That's why we use adjectives, and lot's of them(!) But again, this is only for criteria that would fit this kind-of advice.

If you're trying to explain a sterile room, say just that(!) There is nothing worse than explaining this room



As; 'A very big room, with concrete walls and holes in the concrete. It has a old sofa & a wheel chair that looks grundgy, and there are concrete walls.'
Why not go for what the room really looks like?!
'A Square pattern is visible along the walls, we can see the construction of the architecture within the casing of the concrete. It was a cold room, with a light source that only partially changed the environment - we see a wheel chair off-to a corner, urging a player to step closer, and leave a comfort zone, we see luggage and suit-cases, they show plans that have been cut short. This rooms holds a dear feeling, to the ones who experience the life of the walls, now it's old memory.'



1 - Troubles with actions, objectives and characters:

This is just for the GD, game design and it's children, leave book worms!

So, you just don't know how to combine objectives, to horror, and horror gameplay. It's not simple, it's complex, think-it through, how many games have you seen that revolve around objectives, but with just 'that horror sprinkle'? None, or at-least no good ones. That's because they shouldn't exist, horror is a span that evolves your game, not something to build upon, it builds upon you and your game! If you have trouble with designing missions in your horror narrative; try focusing on character revelations. Think about a deed or an action that a character might of took that will bring your main character(S) to the point they're at now. Be smart and expect your players to predict the next move of a suspected character, in-fact, now I think about it, Boicy is an odd character(!) Loud & Funny, but is in many scenes with extensive crying, or depressing ACTS with dying hope in his dialog.

I mean, look; half the characters in horror games are quiet. They really only talk during cut scenes, or during gameplay, the most annoying time for a game with suspense. Take these two into account, think about their flaws:


Remember to add a character who will really stir thing-up, nothing too bland, we've seen it all before(!) Thank you. Work, spend hours developing a character, otherwise they're just another speck of texture and dialog!




3 - Faults with horror, and the way it effects the reader/ player:

Old stuff, mostly;

Writing 'that thing' that people will just be scarred by is not like building a car, like building a car, you need the robots, (Workers, optional), the knowledge, the tools, the idea, the concept & patience. Work on your project with pride and joy, perform research, heck; turn your bedroom into a writing office, do what ever to make you happy enough to write a full, amazing script that you will burst with joy at upon re-read and be amazed that YOU writ it(!)

Too much I see indies` sway into writing to just get the job done, you have to passion-o-lize what you're doing, that or already have one hell of a inspiration, go out to woods (Warning, Maker's Lair, Team NoS or its affiliates will take responsibility in terms of federal or general justice law against any, rape, murder or thieving you are involved in, whilst in the woods) go out to that weird shed thing that always creeks, go and get inspiration, don't just write, just progress.



Thanks to you all very much for reading, goodbye!

Post comment Comments
Woozle
Woozle Aug 9 2013, 10:29am says:

The picture really reminds me of S.T.A.L.K.E.R., you see to be someone who really enjoys writing, I don't, it drives me nuts, but I love reading, and this was a good read.

+4 votes     reply to comment
Woozle
Woozle Aug 9 2013, 4:29pm says:

I thought misery 2.0 did a pretty good job of being a "Horror game with clear objectives", I was terrified the whole time I played it.

+1 vote     reply to comment
Lon-nah Author Online
Lon-nah Aug 9 2013, 6:01pm replied:

S.T.A.L.K.E.R Is really not a good bases, the horror in that game comes from visible threats, there-for it's not psychological, still, I respect your opinion.

+2 votes   reply to comment
Woozle
Woozle Aug 9 2013, 7:08pm replied:

Well some of it was psychological, like the background noise, the constant buzzing of the chernobyl woodpecker, but alot of it was visible threats.

+2 votes     reply to comment
Lon-nah Author Online
Lon-nah Aug 9 2013, 7:41pm replied:

Not my kind of thing! :)

I need something that'll scare me in the sense of 'HOLY ******* **** WHAT THE ******* **** NIPPLES WAS THAT ******* WEIRD **** AT THE ******* CORNER OF MY ******* EYE!?' Kinda' feel.

+2 votes   reply to comment
Rus[T]
Rus[T] Aug 10 2013, 4:20am replied:

Indeed, Stalker is more psychological then you first would think. Some maps are really scary places to hang out.

0 votes     reply to comment
Lon-nah Author Online
Lon-nah Aug 10 2013, 6:46am replied:

Mehhhh. Well, let's just say that S.T.A.K.L.E.R was not exactly the 'scariest' game I've ever played.

Still, if you have fun; play it! :)

+2 votes   reply to comment
Rus[T]
Rus[T] Aug 10 2013, 4:22am says:

Haha, I have the same feeling with American horror movies, most of the time, the story is always written in the same way, if there is a story at all!

+2 votes     reply to comment
Lon-nah Author Online
Lon-nah Aug 10 2013, 6:47am replied:

Paranormal activity 1, 2, 3, 4, 5, 6 Or how-ever many they made always seems to have a really good review set, like 'Couldn't sleep for weeks! -Dumb person #1' or 'So scary I cant open my eyes -Dumb person #2'

+2 votes   reply to comment
Roch63
Roch63 Aug 10 2013, 3:51pm says:

i think Dead space is a good example.

+1 vote     reply to comment
Lon-nah Author Online
Lon-nah Aug 10 2013, 4:17pm replied:

Yes, I mean I completely agree! Having a really big creature at the end of a corridor is so totally scary! I mean, how clever is is that in every level there is at-least 2 times that a creature will jump-out from behind you saying 'Abloogy-woogy-blarhg!' So scarry!

Escapistmagazine.com

+2 votes   reply to comment
Roch63
Roch63 Aug 10 2013, 4:56pm replied:

I was thinking about the ambiance : when you see insane people in the ship, blood everywhere, etc ...

0 votes     reply to comment
Lon-nah Author Online
Lon-nah Aug 10 2013, 5:30pm replied:

Meh, over-done and a bit simplistic.

+1 vote   reply to comment
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