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Glen Schofield's picture

By Glen Schofield
October 14, 2008
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Glen Schofield Writes for Edge



Glen Schofield is currently the General Manager of the EA Redwood Shores studio, serving as Executive Producer on Dead Space, EA’s new sci-fi survival horror game coming on October 14. Glen has been working in the games industry for 17 years, and has produced several bestselling games including titles in the Lord of the Rings, James Bond, and Legacy of Kain series. He is a huge horror and sci-fi movie and book fan as well as a big time gamer.

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The idea for Dead Space came from being a huge sci-fi and a huge horror fan. I wondered why the two hadn’t really come together in a game, in the way that Alien had in the movies.


I wanted to make something that was very scary. I like other games in the horror genre, Resident Evil IV, for example, but do they scare me? Not really.  I felt that there was room to try and make a really scary, horrifying, dreadful game.

The secret of great horror, especially in a game that’s lasting more than 20 hours, is variety. I’ve likened it to a punch line in a joke. You can only say it once or twice and then it’s no longer funny.

It’s the same thing with scary. You can do the same thing, one or two times, but after a while it loses its effectiveness.

Developing this in practice is a constant process of trial and error; of iteration and reworking. The effect of the horror is almost like a mechanic in the game. You try and try and if it doesn’t work you try something else.

It’s about doing something that the player doesn’t expect - something shocking and surprising.

But it’s also about doing something they do expect.  They know something is coming, they feel the tension, they are waiting, waiting…and then it finally happens.

The point is, we have to completely change it up all the time.

When we started out, we created lists of ways to frighten the hell out of people. We broke it down into different types of scary - boo moments when something jumps out or psychological moments, or that fear you feel about ghosts or that religious kind of unease.

When you turn those moments into scenarios, or start to mix things up, you get a lot of variety. I’d say we left a lot of things on those lists, because we couldn’t cram it all in, or because, when it came down to the actual experience, it didn’t work out. That’s the iteration process.

There’s a big range of experiences - from lots of audio and visual stuff coming at you from no-where, right into your field of vision; to no music at all, an empty room, and the sound of a can rolling along the floor.

We try to confound expectations. Say you come out of some crazy hellhole. You get a moment of quiet, a moment to breath. Then, the next time you emerge from a hellhole, you’re expecting some peace and quiet. When you get something different, it’s unnerving, so part of the experience is always being on edge. We just mess with your mind as much as possible.

I have watched every freaking horror movie known to man; from big budget epics to five buck slashers. I learned something about what makes scary, from every single one. There’s a lot to learn from other media as well as from the team. Everyone on the team is a game-maker and a game player; but they also experience all manner of media, and they brought a lot of ideas to the table.

The Importance of AI


One of the biggest problems of being scary in a game, is that you don’t always know where the player is going to be. We have to constantly think about where that camera is, where the person is going to be, how do we get really, really inventive with our horror.

It’s not like a movie where all the elements of the shot are arranged just so.

To combat this, we have a very complex AI. We made some the enemies are very smart. They want to get to you. They’re going to climb into a vent and you’re going to hear clanking in the ceiling and you’re not going to know where the hell they are. That’s scary.

There are moments where I still jump because the AI does something unexpected. We have some scares in the game that actually scare us, because we don’t know that they’re coming for us.

Because it’s not al scripted, we can’t set shots up like they do in the movies. But we can do a lot of things they can’t.

When I’m watching a movie I never feel like I’m the one on-screen in whatever horrible situation they are in. I’m detached. I’m watching, sitting there and I am thinking ‘don’t go into that barn you fool’.

But when you’re playing a videogame you’re that guy outside the barn. You know why you’ve got to go into the barn and you know what it feels like to step into the darkness.

I know I shouldn’t go into that barn, but I really don’t have a choice. I need to think of a strategy to survive. It’s so much more powerful than sitting there watching someone on screen doing something that seems stupid.

Gore and Corpses


Another element of the game is the gore. It’s not everywhere, but it is part of the visual experience. It’s something that you’ve got to get right, because if you don’t, the effect isn’t horrifying, it’s just ludicrous.

In the story of Dead Space, there was a war that happened on the ship before Isaac, the main character, gets there. So he’s going to find a lot of nasty stuff, corpses in various states of annihilation.

We knew this would be difficult to portray, because sometimes gore in games looks cheap and unrealistic.
Sure enough, the first few corpses that we did, just weren’t convincing enough. I rejected them.

This sounds horrible, but we had to go look at pictures of car accidents and war scenes and things like that because we had to get it right; we had to portray scenes of terrible carnage and realism. It’s a big part of making that experience convincing.

The corpses that we ended up making are just horrible. When you see them like that, they’re pretty disgusting. We had to have some gore to be sure that it was much more realistic then any game before.

We also had to come up with some crazy technology for Zero Gravity – having blood and limbs and even maggots floating around. We had to create the technology that allows blood to be splattered in Zero G, which is difficult.

The gore is part of the pacing, but as I said at the beginning of this piece, you don’t want to do anything over and over again, which is why we mix up gory and clean sections of the game.

I want to make one final point about the violence and blood in Dead Space, and it’s important to me.

Isaac is not a murderer. He’s an everyday guy set in a situation that just really sucks. He’s not walking around killing humans, he’s walking around killing monsters.

It’s an important distinction to me, that it’s not gratuitous human on human violence, and that it about an ordinary guy in an extraordinary situation. I hope it also makes the game even more frightening.


Comments

Grismar's picture

Well, 4thVariety, we're all really impressed with the fact that you don't scare easily, especially after you've gone to great length to rationalize all the things that scare a lot of us mere mortals. After you've even threatened readers with being childish if they were to admit to any of these lesser fears, I think we can safely say you won't see a lot of opposition to your awesomeness.

With that out of the way, what scares you personally really is uninteresting to a game developer. What's more interesting to discuss is what scares the majority of us easily-scared children. You will buy one copy at most and the rest of us are going to buy all the other copies. So, perhaps you might want to focus discussing fear in general; I personally think some of the ideas for Dead Space actually address those general fears pretty well.

deftune's picture

Hey ever heard of System Shock 1&2? A ship were all went wrong and now theres baddies and theyre out to kill you!? Nothing new there. If you want you can make the ship crash on a planet in the sequel and introduce some planetrunning and gunning horror. All the new baddies will make horrible sounds like SKaarj and Unwreaawl...

4thVariety's picture

I haven't been afraid of games since my teenage years. The reason is that I have come to know a few things since then. First of all, there is nothing in the dark anywhere. If you are still in the dark, then turn your light on. Having no light means your ill prepared. Secondly, fear is a tool used against me to modify my behavior. Politicians try it all the time. But since we live in the age of reason and explanations are readily available at any moment, fearmongering won't work that well. If games try to make me do something out of fear then I should really think again about whether I am played or not.

Most importantly is reason number three, experience in games. They are too fair to be scary. Sure, you hear some noises but whatever, the danger starts the second something appears on the screen and the player can always rely on his reflexes to deal with that (Same enemy, same strategy). Sound as a tool to convey fear is of no importance, because the player does not need to modify his actions in the game based on the sound. Mentally he already turned it off to maximize his performance in the game which is negatively impacted by the sound distraction. I admit that if a new game included sound in a clever way to make a difference between life and death, only then could sound convey tension for me again. Look at the helicopter in Mirror's Edge, instant tension, because every jump now has pressure added to it.

Before a game can be scary, it would most importantly have to break any rule there is in gaming. Only then will there be some tension. Player did not listen to the sound and hide? Bang dead with no chance to react. Same monster same strategy? Nope, won't work. QuickSave-Quickload? Please remove. Linear gameplay? Absolutely not! The scariest game is not the one in which you fight five kinds of tentacle monsters exploding into gore, the scariest game would be one in which you never know which nice lady will kill you from behind this time.

PatternJuggler's picture

If you're playing a horror game and trying to avoid being scared, why don't you just buy an action or puzzle game?

To really get the most out of the horror genre you need to turn out the other lights in your room, play at night, and be alone in your room/apartment/house. Electronic audiovisual effects get much more scary when there is no external reality to easily focus on.

It's not hard to envision a game where sound plays key importance in your survival, either... Killer7 comes to mind, where the enemies remain invisible until you scan them, with the only clue to their existence being that maniacal laughter. It's pretty scary to walk into the room (on rails, mind) and to hear a laugh extremely close by. If you didn't notice, Schofield says that enemies are trying to get to you in clever ways and that sounds tend to give away their movements to some degree. So, yes, sound will be important. And those cans rolling for no reason will be all the more creepy when you know that 6 rolling cans ago something had bumped into it and proceeded to leap onto your face and eat you faster than you could react to the visual cues.

4thVariety's picture

Even if I played in broad daylight, it would not affect me very much. I never played Killer 7, but that sort of scare effect is doubtful. Why should I be scared of laughter? If anything, it gives me a clear strategy how to react: scan, aim, kill. The whole idea of sound giving away enemies early on is a bit flawed. it is just another layer of controlled reaction. But the very notion of fear is based partially on the loss of control. So whenever an enemy is giving itself away, be it graphically or by sound, the player stays in control.

I do not really want to shy away from horror games in general, but trying to create fear by showing a few distorted corpses and make a few weird sound is not the sort of horror one would describe as mature. It relies on a high presence of irrational fears to be present in the consumer in order to achieve its effect.

Jaumpasama's picture

I really agree with you on most of your points. However, I believe that some elements that make something scary are way beyond any objective categorization. Some scares vary from gamer to gamer, depending on wheter they have a real-life reference to the fiction they're experiencing on screen. For instance, the first time I played Bioshock was shortly after my son was born. And even now, after several playthroughs, every time I come to the place when you see the stroller's shadow, and hear the woman's lamentations, It scares me to death. I know what's going to happen. I know there's not even a baby on the stroller. And that doesn't ruin the scare. If anything, it heightens it, since it forces me to think, as a father, what happened to that baby, and how would I react if it happened to me. Aside from the things we are expected to be afraid of as human beings (like you said, lack of control), some fears are very personal.

NickgamertagO1's picture

Agreed. Everyone has certain things that scare them that is personal (nightmares like its dark in your house and every light bulb you turn on goes out as you turn it on, or is so dimmed you still can't see, doors not locking properly, scared to walk to the bathroom in middle of the night to go pee as a child, whatever) and if a game, movie, book, whatever hits on that particular fear of your's, even if it is somewhat subconscious, or something you aren't necessarily afraid of anymore but if presented the situation it could come back. My wife had some weird dreams when she was pregnant, and if a game hit on that fear even if unintentional that can be scary on such a psychological scale far more than the medium intended.

For example, the scene in The Sixth Sense where the kid starts calling his teacher stuttering Stanley and the teacher (without stuttering) asks him where he heard that. When the kid continues to call him that, the teacher starts freaking out and starts stuttering again. That scene is just creepy in that the kid brought back a fear the teacher had when he was a child so much so that the teacher started to stutter all over again. There were no ghosts, nothing jumped out, it wasn't dark, but it was creepy on a whole different level.

ShamanNY's picture

What?!
Ok what people tend to label scary is more aptly named anxiety. I havent been scared by anything in a long time. However my favorite entertainment media (games) has provided me with some intense moments.
I believe that you get what you put in, if you immerse yourself in the world you are rewarded with truly amazing moments, be they joy, shock, fear.
Your inability to be "scared" is then truly your loss. I point to Bioshock as a game that people called scary. I just call it... damn good.

4thVariety's picture

I found Bioshock to be very atmospheric. Scary it was certainly not. As far as immersion goes I believe Silent Hill 2 is my favorite. Not for cheap thrills or disfigured monsters, but simply because there was some story to each character that you could chase as a player. I did not really feel threatened by the game but still entertained by observing the behavior of the town. Somehow the town was the real opponent, not the monsters inhabiting it.

on a different note, while I am writing this I can read in Today's news on Edge that "Dead Space Team Studied Car Crash Victims" and I wonder if that is really the focus I would like the game to have, especially regarding what I just wrote about Silent Hill. More realistic corpses add little to a game. Realistic and meaningful character interactions do. So I am waiting for the news telling me how they tried to study some literature science for the benefit of the game.