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What would be "Proper Jumpscares?" - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: What would be "Proper Jumpscares?" (/thread-17790.html) |
RE: What would be "Proper Jumpscares?" - Alex Ros - 11-28-2012 Be honest, I'd prefer "too many simple rules", not "several complex". Only because simple rules are easy to remember, even if there would really too many of them. So I got my three simple rules and it would be really nice to hear someone else advices-rules. I am sure there's a lot of such a tiny simple rules, that are just waiting to be shared ![]() RE: What would be "Proper Jumpscares?" - Adrianis - 11-28-2012 Pacing is very important, but sticking to a rule-set for pacing is dangerous. Just forget about the thing - 'jump-scares' and what makes them good or bad - let the event evolve more organically for the situation you are trying to create. Don't worry about whether its connected to an objective, a level change, or when you are exploring, just make sure it fits well with what you are trying to achieve, its just one of many tools you have - figure out what you want to do, then figure out if its the right tool for the job. Otherwise, you might find the pacing becomes predictable, even if the rule set you were following was meant to avoid it. RE: What would be "Proper Jumpscares?" - Streetboat - 11-28-2012 (11-28-2012, 01:48 PM)Alex Ros Wrote:It simply means we should talk about story ideas and gameplay decisions.Streetboat Wrote:Alex Ros. I like your style. We should parlay. ![]() RE: What would be "Proper Jumpscares?" - Alex Ros - 11-28-2012 (11-28-2012, 06:25 PM)Adrianis Wrote: Pacing is very important, but sticking to a rule-set for pacing is dangerous...The rules are the things that are made to being broken. That's their purpose. And that is how it worked with... with painting arts for example, all those Picasso, Dali, Malevich, etc... did know the classic school of painting. And they ruined it completely, turned everything upside down. So rules aren't supposed to narrow your fantasy and unique imagination, contrary they are supposed to help you find your own individual stories, style, features, whatever... Clear example. I wrote by myself the rule that it's better not to link jump-scare to the objective completion. Is that true and reasonable? I think yes, because most of players are used to the fact that something happens at the moment of objective completion. BUT! By knowing that rule I can brake it by myself and make a really frightening jump-scare. For example I can let player complete... hmm... just for a example a 100 objectives and nothing happens. So the player is very relaxed that nothing happens by the completion of the objective. And here I come. BANG! At the 101 objective completion I can simply bump a player into a monster. And THAT would work great... it's just for the purest example. Same with all the rules. You have to find them and formulate. Yeah, you really have to do that. It would make things clear, "nice and easy". But their purpose, the rules purpose is to be ruined. Paradox but true. RE: What would be "Proper Jumpscares?" - The chaser - 11-29-2012 (11-28-2012, 10:56 PM)Alex Ros Wrote:Alex Ros, did you know you are a genius?(11-28-2012, 06:25 PM)Adrianis Wrote: Pacing is very important, but sticking to a rule-set for pacing is dangerous...The rules are the things that are made to being broken. That's their purpose. And that is how it worked with... with painting arts for example, all those Picasso, Dali, Malevich, etc... did know the classic school of painting. And they ruined it completely, turned everything upside down. RE: What would be "Proper Jumpscares?" - Alex Ros - 11-29-2012 OH... THAT'S AN OFF-TOPIC... BUT SEEMS LIKE IT'S BETTER TO TELL MY STORY FOR ONCE AND NO MORE... Spoiler below!
RE: What would be "Proper Jumpscares?" - Adrianis - 11-29-2012 (11-28-2012, 10:56 PM)Alex Ros Wrote:Now that makes a whole lot more sense, I agree completely. My apologies, I didn't see that that was the way you were presenting it(11-28-2012, 06:25 PM)Adrianis Wrote: Pacing is very important, but sticking to a rule-set for pacing is dangerous...The rules are the things that are made to being broken. That's their purpose. On your off-topic note (this is a strange thread in a strange forum for it, but still) I share your sentiment with regards to Russian cinema, though I know very little of it, I know that it used to be very good indeed, and that there haven't been as many great films that find their way across to the UK like they used to. I'm a big fan of a couple of Andrei Tarkovsky's films that found there way over here (UK), Solaris and Stalker. Solaris in particular is probably one my all-time favourite films. Are there any other particularly good Russian science fiction films that you could recommend? On another note, there may not be a very well established games industry in Russia, but have you considered trying for independant development rather than trying to find a place to work? There are certainly enough video game players in Russia to support it RE: What would be "Proper Jumpscares?" - Alex Ros - 11-29-2012 (11-29-2012, 01:55 PM)Adrianis Wrote: ...Everything is possible I think, so I am trying and learning and making. That's the best way to break-trough into an industry, any industry. You have to just invest your time and patience and just make something. That's the only way. And of course you're absolutely right I do not even think about "to find a place to work". The only thing I am thinking about is some sort of independent little studio, no other way. And that is truly possible. P.S. Let's stop on that, it's really not right to flood so much. There's a PMs feature! RE: What would be "Proper Jumpscares?" - TheIcyPickle - 03-24-2013 Wow, some really interesting opinions here. I came back to this post out of curiosity. To review some points as I plan to restart the development on my CS. The month of November 2012 really brought some interesting and useful tips. I found however that there is essentially a list of things not to do. There are many things one can do to effectively scare a person. Jumpscares are an option, and can be done well and it seems the poofer or naked guy is used too often. Good, meaningful jump scares should be implemented to create a diverse CS. (If it goes with your story and vision of course) The advice in this thread, although got a little off-topic, was very genuine and real, much appreciated. |