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FEATURE INDEX

General
An introduction to Game Design 
Violence in Video Games
Rules of the Game: Rule Design

Single Player Games
Suspense
Hiding Secrets in Platform Games
Nonlinear Exploration
Pacing
Rethinking Story Games
World/Player Interaction

Difficulty Tuning in Games new!

Multiplayer Games
Slippery Slope
Rock, Paper, Scissors
Yomi Layer 3
Game Balance, Part 1
Game Balance, Part 2

Playing Competitive Games
Play to Win, Part 0: Why Bother?
Play to Win, Part 1
Play to Win, Part 2
Play to Win, Part 3
Play to Win, Example (Survivor)
Art of War 1: Sheathed Sword
Art of War 3: Deception
Art of War 4: Divide & Conquer

Business of Games
Episodic Games
Art of War 2: Sheathed Sword 2

"Don't bother reading this garbage. I can't find a good article in the whole bunch!"

 

Features


Suspense

Suspense is, perhaps, the most powerful device in all of storytelling, or at least the most efficient. Once an author has done the work to create suspense—a state of heightened anticipation in the audience—he can continue to reap the rewards long after the set-up. The true power of suspense is that it lives in mind of the audience member, not on the screen or the page. This has the twofold benefit that 1) fear and anticipation of the unknown (or even of the known) are far more powerful in one’s imagination than any direct depiction could capture, and 2) the author can continue to elicit emotion from the audience without having to incur the many costs associated with actually depicting that which the audience fears.

The principles of suspense are surprisingly similar across media (literature, film, television, games) and across genre (comedy, drama, horror, pornography). In this article I will focus on the kind of suspense surrounding impending scary and nasty events, which relates well to my article on horror. Interestingly, it also relates well to my article on hiding secrets in 1-player platform games.

After laying out the basics, I’ll go over four examples from film (Psycho, Reservoir Dogs, Scream, and the Blair Witch Project), and compare two examples in games (Resident Evil 2 and Silent Hill).

The first step in creating suspense is to create the ‘credible threat’ that something might happen. This can be done through a myriad of circumstantial clues, or by actual example. To establish the threat that characters can die, for example, kill off a character early. Once the credible threat has been established, the real fun begins. Every subtlety becomes further beautiful torture for the audience. The glint of a knife under an overcoat conjures up images more frightening than an actual stabbing would. The squint of an eye, the tinge of maniacal laughter, and every other detail hint at whatever terrible event is to come. Suddenly every shadowy corner—normally boring and non-descript—becomes a possible harbinger of doom.

I know I said I’d stick to the kind of suspense related to the anticipation of bad things, but the connection to sex is just too strong. The anticipation is the thing. The actual pay-off lasts only a matter of seconds, but the anticipation—given that the credible threat has been established—can go on for hours. A dark corner is not scary, and a caress of the nose isn’t sexy, but both can be once the proper anticipation has been established. The actual pay-offs of sex or violence can occur only a very limited number of times before they become more boring than exciting or shocking. The are virtually no limits, though, to the sweet agony of anticipation. This means that the most suspenseful and engaging of works can be filled with vast stretches of what would otherwise be called ‘emptiness,’ filled only with anticipation.

Now let’s turn to four examples from film, starting with the most subtle and ending with the most extreme.

Psycho
Who better to teach us about suspense than the master of the form himself: Alfred Hitchcock. Psycho at first appears to be about the troubles with money and love of one Miss Marion Crane (Janet Leigh), but then suddenly becomes the story of something else entirely once Marion arrives at the Bates Motel. The suspense created in the scenes where Marion talks with Norman Bates and then retires to her room is created almost entirely within those scenes, rather than before. The preceding scenes do demonstrate that no one knows where Marion is and that the Bates Motel is a remote and isolated location, but the credible threat is established during Marion’s ostensibly pleasant chit-chat with Norman Bates.

The audience realizes much more than Marion—that Norman is a little off in the head, and that his mother is at least as troubled. Marion sits in a room filled with stuffed birds, due to Norman’s rather odd hobby of taxidermy. In essence, she is surrounded by death…in the form of birds, and even with a last name like Crane, she doesn’t realize at all the danger she’s in. This is called Dramatic Irony, since the audience knows something the character doesn’t. The audience is able to put the various clues together to form the credible threat of danger, even though Marion is oblivious.

Norman Bates and his eerily foreshadowing stuffed birds.

It’s the dramatic irony, I believe, that gives these scenes their power. The audience wants to yell out to Marion that she should leave immediately, that every door she opens could be dangerous, that every shower she takes….

Reservoir Dogs
Reservoir Dogs employs a truly painful amount of suspense in the torture scene between Mr. Blond and the cop. Unlike Psycho, the set-up for this came long before the actual torture scene; the credible threat of what Mr. Blond might do is established bit by bit from the beginning of the film all the way to that scene. We hear Mr. White and Mr. Pink discuss Blond’s psychotic killing spree in the heist gone wrong. We hear the gangsters’ attitude that “cops aren’t real people.” By the time Mr. Blond is alone with the Cop, the credible threat of violence has been amply established. Writer/Director Tarantino, fully aware of this, draws out the scene, allowing the audience’s imaginations to run wild.

Even though 95% of the torture scene consists of Mr. Blond dancing around telling jokes, the scene is remembered as excruciatingly violent. Almost all of this violence is in the mind of the viewer. Even during the actual act of violence that does occur, all we are shown is about 14 seconds of an empty doorway. But Tarantino doesn’t stop there. He’s established beyond any doubt that Mr. Blond is capable of anything, both through foreshadowing hearsay and through actual example. At this point, all Mr. Blond need do is threaten an even more horrible and unthinkable act, and the anticipation and mental horror the audience must endure becomes far more terrible than depiction of this act would ever be. Tarantino draws out the threat of this act as long as possible…and actual completion of the act isn’t needed, since it’s been happening for over two minutes in everyone’s minds. He uses this climactic moment to deliver a totally unexpected turn of the plot…but that’s another story.

Scream
In Scream, writer/director Kevin Williamson simultaneously employs the principles of suspense and makes fun of them. Scream is also a notable example of the power an opening sequence can have.

Scream’s opening sequence is a self-contained vignette with a beginning, middle, and end. Suspense is built during the sequence as Casey Becker (Drew Barrymore) realizes the very credible threat that the man on the phone might kill her. (Interesting Note: Hitchcock, with Psycho, was the first director to kill off the huge star (Janet Leigh) for the sheer shock value of it. At that time no audience expected the biggest name in the film to be killed so early. Williamson’s homage to this was killing off the biggest star of Scream, Drew Barrymore, in the very first scene!)

When a big star such as Drew Barrymore in Scream (left) or Janet Leigh in Psycho (right) dies early, the threat of death looms over all the remaining characters.

Although the opening sequence is self-contained, the interesting note is that the opening sequence itself is the credible threat of violence for the entire rest of the movie. The nebulous danger of a killer out there somewhere would simply not have the power to fill every corridor and closet with suspenseful danger had we not been shown the brutal murder at the beginning. The opening sequence establishes ample credible threat, and it also establishes the film’s genre, which is another topic entirely.

Williamson pokes quite a bit of fun at the device of suspense by creating numerous moments of anticipation out of completely unscary things. In Scream 2, he trains the audience to be so afraid of a phone call from the killer that the very sound of ring, and later the sound of computer instant message(!)—makes the audience jump. Williamson’s crowning moment is the 10 minute scene in Scream 2 where Sydney (Nev Campbell) and her friend Hallie (Elise Neal) are trapped in a car and must climb over the unconscious body of the killer to escape. This scene is excruciatingly long and incredibly suspenseful…but the joke is on us. Absolutely nothing happens, and the two escape the car without incident. Ha! Based on the earlier credible threats of violence, Williamson essentially got 10 minutes of engaging screentime “for free.”

The Blair Witch Project
This film is the jewel and total embodiment of suspense. It is a film consisting almost entirely of nothing at all, yet somehow, the endless hiking and bickering are made into a disturbing and engaging experience for the audience. The credible threat of danger is established through the curious device of beginning the film by telling us the main characters have died. This allows the ENTIRE film to be come alive with suspense—with the anticipation—of the death they will inevitably face.

The Blair Witch Project also joins the long tradition of creating emotion (in this case fear) entirely within the mind of the viewer, rather than through direct images on screen. Perhaps the most frightening moment of the entire film is when the hikers discover three piles of sticks near their tent, representing their three impending deaths. This is the first moment they realize that their fears are not just imaginary—someone or something is really out there. I have never been so completely terrified of a small pile of twigs in my life.

Resident Evil 2 vs. Silent Hill

I suppose it’s finally time for this article on suspense in games to mention an actual game. I’m sure you’ve been waiting—even anticipating—this moment the entire time. Suspenseful wasn’t it?

Resident Evil 2 (PlayStation) and Silent Hill (PlayStation) are both very similar games. They’re both horror games that rely heavily on obnoxious and poor puzzle design, and they both have settings full of shadows and the undead. Silent Hill’s game engine is more advanced, and its fog effect is a great example of a technological limitation turned into a design strength, conveying a feeling of isolation and fear of the unknown. For this reason, Silent Hill is probably “scarier” for the first 10 minutes.

But Resident Evil 2 really mops the floor with Silent Hill. There’s no comparison. Resident Evil 2 uses many of the concepts I’ve covered so far to establish the credible threat of danger. Its opening sequence starts the player about 2 inches away from a pack of zombies he has no hope of killing or running away from, since the player doesn’t even know the controls to shoot or run yet. This would ordinarily be considered poor design, but it’s perfect in a horror game. It establishes that enemies are hard to kill, and that you can die in this game. And die you will.

The player starts just inches away from a horde of zombies at the beginning of Resident Evil 2.

Resident Evil 2 also has a few moments here and there of a planned and scripted scary event, such as hands reaching out of the wall at you, crows shattering a window and swarming you, and the unforgettable “licker” jumping through the one-way interrogation window at you. These moments establish the credible threat that some scary might happen at any moment. This means the one thousand other moments when nothing scary actually happens, the player is still on his toes because something just might. Every corner becomes scary (thanks to the cleverly useless camera angles that are designed to limit the player’s view). Every hallway looks menacing. Resident Evil knows the difference between creating a scary looking environment, and an environment that actually is scary.

Meanwhile, Silent Hill with all its advanced graphics creates zero moments of scariness. It never establishes any credible threat of danger or surprise. The player soon learns he can run around in the dark in a graveyard all he pleases, and that at worst he’ll encounter a standard, helpless, familiar monster. The game is totally lacking in suspense, and as a result it feels boring, hollow, and empty.

I’ll leave you with this sobering thought. Consider the work that went into both of these games. Both games created an entire world for the player to navigate. Both had music, sound effects, 3D models, textures, and animation. And after all that work, Silent Hill delivered a flat experience, while Resident Evil 2 delivered a memorable one—all because of a few scripted scary moments that made up about 2% of the game. That 2% of the game was all that was needed to establish the credible threat that is the seed of suspense. This incredible “bang for the buck” just goes to show the true efficiency and power of suspenseful writing and design.


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"Hitchcock was a crackpot. You kids are too young to remember the ending of Strangers on a Train."

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
"RE2. Bah! Since when do police chiefs hide magic amulets in the lobby of their stations. And why is there only an emergency ladder but no stairs between the first and second floors?"