Abstract
Problem: How do you effectively introduce horror elements into games that aren't horror games?
Approach: Tim Cain draws on his experience working on Fallout and Vampire: The Masquerade – Bloodlines, analyzes specific examples from those games and others, and identifies the underlying psychological principles that make horror moments work.
Findings: Horror in non-horror games works by breaking established rules — trapping players, removing their tools, subverting expectations, and building mysteries with disturbing conclusions. These techniques exploit instinctual responses that players can't rationalize away.
Key insight: The core principle is simple: occasionally break a rule the player relies on, and the resulting fear and helplessness naturally produces horror — even in games that aren't designed around it.
1. References
- Tim Cain. YouTube video. https://www.youtube.com/watch?v=NuD8OxQtrDk