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some thoughts on fear and the horror genre by vibgyorc6

Last night, I watched someone play a horror game titled "Five Nights at Freddy's" in which you're a security officer at a fictional run-down Chuck E. Cheese-esque place where the animatronics come to life at night and -- you guessed it -- try to kill you. Quite surprisingly, it's a rather well-done game that's really creepy and I quite liked it. Unfortunately, the game has really cheap jump scares when you die, where the animatronics get all up in your face while a loud, distorted sound plays. The jump scares are basically screamers and they're really fucking annoying. It would have been a much better game if it didn't have these screamer jump scares. So it got me thinking about something.

With the horror genre, audiences willingly subject themselves to terror. The quality of a horror movie, game, book, etc. usually depends on whether it successfully terrifies the audience. Of course, the quality of the Work also depends on the artistry, but that in turn is a major component of the scariness. However, just because a point in the movie or game can scare the viewer/player doesn't mean that the scare is good. Therefore, I believe that fear, when it relates to horror media, can be separated into two types: Positive Fear and Negative Fear.

Positive Fear is that kind where you are enjoying being scared in a masochistic sort of way. You are enjoying the thrill of it. The fear is positive when the Work is executed well -- the plot makes sense, characters are not stupid, the visuals and audio convey an atmosphere of dread and wrongness. You are scared for good reasons. The Work is objectively good, which contributes to the subjective scariness of it.

Negative Fear is the type in which you are successfully scared by the Work, yet not in an enjoyable way. You are annoyed by the scare. You hate the Work for going for a scare that requires little effort. The Work is most likely objectively bad because it couldn't scare the audience with the atmosphere and compensated for it with loud noises and a terrifying image in your face. However, some Works, like the game I mentioned above, are objectively good, yet chose to add cheap and effortless jump scares.

Now, I have always hated jump scares. I consider them all cheap and effortless. However, I believe you can still startle a person in a Work without the scare being a jump scare. It can be a subtle scare, like something uncanny silently showing up in the background. That can work and would be an example of Positive Fear. I wouldn't consider it a jump scare, though, as some would not notice it. That's fine, as fear is subjective, as is any other emotion that is to be conveyed in a Work in a different genre. It is the objective artistic quality that heavily influences the scariness of the Work, as I said earlier, because it doesn't need to rely on jump scares -- only atmosphere. If the Work is objectively good and atmospheric, it is likely that it will scare the majority of the audience in a positive way. Jump scares don't do that.

some thoughts on fear and the horror genre

vibgyorc6

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Comments

  • Link

    The problem I'm having with Five Nights at Freddys is threefold:

    • At it's most basic level, its a reaction game. You check CCTV cameras and try to gauge the automatronics movements and then conserve power to block them in time. There isn't any grisly ending or detail illuminating my sudden demise into a metal suit, which would've been out of the place anyway; but I was spoiled by Gregory Horror Show that anytime you were caught you were treated to a horror show.
    • You can't explore. I keep looking at the different cameras and I really just want to see what's out of order, check for items, clues but largely it's sit on my ass for 'six hours' game time and block off the Drones. It's simple in this regard and I like how it retains the atmosphere.
    • I find them too attractive. I'm not the only one that feels this way apparently, whenever I flick a switch I just want to scrutinize the detail on them and then lights out. They're all examples of good and distinctive character design, it's just... why am I in love with killer anthropomorphic robots? Last week it was Rocket Raccoon, now it's Chunky Cheese rip-offs, I can't keep up with this viral pop-cult fever every week.
    • Link

      i personally like how the gameplay is so simple and short, but the survival mechanic is kinda weird. like, why do the doors use up power when they're closed. idk it's weird. but i'm just nit-picking. i honestly think more involved gameplay would have detracted from it.

      • Link

        I would imagine it's how it's designed. If there was a powercut, how long would you survive locked in a room, in the dark, with a non-working fan if the doors remained closed? Its not the smartest design as there's various things that can go wrong, and it doesn't make sense in a variety of cases. Surely if the restaurant was being held up, the security guards wouldn't just hide in a panic room? But if we are considering bad designs for security features, I guess we could also go as to why Chunky Cheese mascots have a facial processor, not just a faulty one but one at all. For something that has been around longer than 'the bite of '74' it has more advanced AI in-story than what the UK had as an AI Programme at the time, due to the 'AI Winter' and lighthill report. Which is as a good an explanation as any, why no one fixed the problem.

        I did have this idea while playing it maybe the Manager wanted me to die and get full head-to-steel transplant just to see what happens for either morbid curiosity or to cheat me out of a paycheck. I think there would be a market for killer robots somewhere. I didn't managed to get past Night Two due to how bad I am to playing it. I think there is a phrase where you shouldn't attribute malice to something that can be explained by human stupidity. So I think I'm overthinking as I did play Minimal Theory directly before Five Nights at Freddys. So the theme of Bastard Master Scientist-Hacker did carry on.

        • Link

          your theory is pretty interesting, but i like to think that the animatronics are possessed by something supernatural or just have faulty AI. (although that begs the question: why would they have AI in the first place?) while my theories are more cliche, i find them creepier. it just feels like an urban legend that you happen upon and read about in the dead of night. i like that kind of stuff.

          • Link

            I have this mental block of considering supernatural explanations; for my character's wings I can hide under a shirt I appeal to Hilbert Space to avoid them poking out. Everything has an almost natural Bullshitable reason to me. The immediate answer that comes to mind on why they would have AI is because AI is useful, I don't know if they just stand in the parlour singing the same songs or if they can move around, but if they were designed to move around while in a day time operation, AI would allow them to learn and avoid running over children and navigate the cramped, haphazard environment of a fast-food family-friendly joint.

            To describe their apparent malice and head-hungry behaviour I'd say legacy code that still alters itself as a an example of early machine learning algorithms but did a really shit job of it, or due to how bad the lighting is on the pale security guard's tepid face. Their sensitive audio processors able to pick up the songs from their friends, along with the guard's quickening heart beat. Listening to it as an almost metallic clang to their synthetic ears. The pulse of life just needing to be alive in a metal suit but they haven't learnt of the incompatible issue that plague their newest friend yet. Who knows, a few more guards disappearing and they may work to resolve the issue, making more macabre animatronics? Almost like a work of art with the human body as a medium.

  • Link

    I much prefer psychological fear and squick (which is more of a "discomfort" than a type of fear).

    • Link

      you mean like body horror? but yes, i completely agree with you.

      • Link

        Body horror's great (when I talk about body horror, I'm thinking of disturbing transformations like in Akira and macabre alterations), I was talking more about general gore, splatter, and grossness. Never grew out of good ol' blood and guts.

        • Link

          gore is good, but it doesn't really gross me out or make me feel uncomfortable. body horror does. i love body horror because it's more than someone's guts falling out after being sliced in the stomach or something. it's flesh used and altered in unnatural ways and it's so disturbing for me.

  • Link

    I would totally be down for a horror game along the lines of junji ito. Perhaps one of his works turned into a horror game.

  • Link

    You know, you bring up some points that people don't often consider. I've told people before that there are "flavors" of horror. There's fun-loving, laugh-as-you-scream horror; there's bleak, soul-killing, nihilistic horror; there's keep-you-awake-at-night-and-make-you-double-check-that-the-closet-door-is-shut horror, etc. etc.

    And jump scares are...pretty cheap as far as horror goes, I agree. Though they CAN be the most entertaining things to watch other people react to.