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T
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Facing Fear in Cooperative Interactive
Drama Survival Horror Games
57th Hawaii International Conference on System Sciences (HICSS-57)
Hilton Hawaiian Village Waikiki Beach Resort, January 3-6, 2024
R
T I
R A E N
M
N T
THE AUTHORS
SPEAKER
KATARZYNA MARAK MIŁOSZ MARKOCKI PIOTR SIUDA
TOBIAS M.
SCHOLZ
1. The questions of how horror games have
evolved in the past or what are their
definite features are not important here.
2. Games, in contrast to movie or
literature, are not irrelevant to the
welfare of players. In games, a
character’s death is given “real stakes.”
3. Specific, i.e., participatory,
cooperative way of playing horror games.
How it could influence the players
themselves and the genre as a whole.
INTRODUCTION
RECREATIONAL
FEAR
The Next Level of Horror
Entertainment
THE DARK
PICTURES
AAA game with scare tactics resulting
from the audiovisual representation or
mechanics, artistic choices, discursive
blind spaces to build tension, diegetic
forewarnings, gore imagery, and
environmental threat.
Interactive drama survival
horror games.
Characters, whose survival is
contingent on the player’s
choices and reflexe. The
butterfly effect mechanic.
A large ensemble of playable
characters, with no single
protagonist discernible.
Structure and mechanics entail alertness to and succeeding at QTEs (quick time events in
which the player performs actions shortly after the appearance of an on-screen prompt).
DARK PICTURES ANTHOLOGY: AN OVERVIEW
Multiplayer playability mode (the Shared Story mode), which
allows two players to connect and play the game online is
significant in the context of the horror experience.
One player controls two to three characters out of the five-
person cast, with one character being controlled alternately by
either player depending on the given game and sequence. In most
gameplay sequences, the players share one virtual environment,
while in others, they need to navigate different spaces.
D
H
T
S A
S
E
R
Y
O R
COOPERATIVE MODE
Data gathered from Let’s
Play videos and analyzed via
a close reading of a
performative experience of
playing the game.
The Let’s Play lists and
videos retrieved from YT
between March 6 and May 15,
2023.
METHODS
AND
CRITERIA
Excluding the videos with
players consulting each
other outside of the
gameplay (both players
commenting individually).
A total of 42 complete
playthroughs of the
Anthology games.
Selection of scenes, which
served as a reference point
to the analysis of the
players’ reactions to the
scare tactics (tension and
stress scenes).
Only blind playthroughs and
those that follow the
intended goal of the game.
Keywords “Shared Story” or
“Co-op” combined with game
names.
1. The cooperative nature of the mode
encourages a whole range of prosocial
behaviors.
2. The social presence affects defining and
maintaining relationships.
4. Cooperative-based gameplay affects
exploration.
3. The players seem acutely aware of the
significance of the butterfly effect
mechanic.
SHARED STORY IMPACT
THE IMPACT
OF CO-OP
MODE ON THE
PLAYER
EXPERIENCE
The Next Level of Horror
Entertainment
The game-specific emotions that players can experience in single-player mode will be
accompanied by a range of similar emotions related to the co-players.
While playing together, the players
focus on the well-being of not only
the main cast characters but, if
possible, all characters, including
non-playable ones.
Players often complain that despite
social proximity, some sequences do
not allow the characters to help one
another.
PROSOCIAL BEHAVIORS
Maintaining good relationships with all characters will make any of them more likely to
act in the interest of the whole ensemble cast when they are controlled by the computer.
Even when limited by the narrative
design, the players strive for the
best possible relationship between
all characters; this is true even in
tense situations or stressful
sequences.
The players unknowingly, by trying to
keep the character relationships
sound, increase the repertoire of
gameplay actions and responses.
RELATIONSHIPS
The players recognize that every choice they make could affect
the fate and safety of other playable characters.
Environment exploration gains
significance in revealing insights
into the potential results of future
butterfly choices.
Complementary participation of both
co-players and the organization of
parallel tasks.
Inherent lack of knowledge concerning
the co-players’ whereabouts and
actions is often communicated as a
thrill and one of the highlights.
BUTTERFLY EFFECT
Missing information, or the inability to share information, can affect decision-making,
cause frustration, or create confusion and fear.
The games favor meticulous
exploration and encourage the players
to share whatever knowledge they
obtain with each other.
There is added urgency in co-op
exploration, because specific
interactions initiated by either of
the players can trigger scenes or the
change of location, thus cutting the
exploration short and limiting
agency. This causes disappointment or
uncertainty of players.
EXPLORATION
1. Split perspective emphasizes players’
cooperation over logic and roleplaying.
This is another shift in the repercussions
of involvement in the horror narrative.
2. Playing with others affects how players
experience fear, stress, tension, and
other emotions (caring for human players
controlling the characters).
3. Combining what is best in games
interactivity with horror as a genre.
The use of meta-genre knowledge is always
conditioned by the presence of others.
THE NEXT STEP IN THE HORROR
ENTERTAINMENT CONSTANT
EVOLUTION:
CONCLUSIONS
The Next Level of Horror
Entertainment
The analysis is limited to a
particular game (Anthology)
and a selection of videos.
The players’ experiences were
discovered by analyzing content, not by
asking them about these experiences.
Some rare studies on horror players confirm that high-fear players
experience a more significant degree of enjoyment when their horror
self-efficacy is elevated.
Considering this, one might say that the present analysis confirms
that the need to care for others (fear for others) adds to enjoyment
and self-efficacy.
LIMITATIONS
We hope you had fun. Please, feel free to contact us.
Have a great conference!
kmarak@umk.pl
S
T N
H K
A
milosz.markocki@ukw.edu.pl
piotr.siuda@ukw.edu.pl

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The Next Level of Horror Entertainment: Facing Fear in Cooperative Interactive Drama Survival Horror Games

  • 1. T O E R H F E T N N O X H E E R L L V O T E E Facing Fear in Cooperative Interactive Drama Survival Horror Games 57th Hawaii International Conference on System Sciences (HICSS-57) Hilton Hawaiian Village Waikiki Beach Resort, January 3-6, 2024 R T I R A E N M N T
  • 2. THE AUTHORS SPEAKER KATARZYNA MARAK MIŁOSZ MARKOCKI PIOTR SIUDA TOBIAS M. SCHOLZ
  • 3. 1. The questions of how horror games have evolved in the past or what are their definite features are not important here. 2. Games, in contrast to movie or literature, are not irrelevant to the welfare of players. In games, a character’s death is given “real stakes.” 3. Specific, i.e., participatory, cooperative way of playing horror games. How it could influence the players themselves and the genre as a whole. INTRODUCTION RECREATIONAL FEAR The Next Level of Horror Entertainment
  • 4. THE DARK PICTURES AAA game with scare tactics resulting from the audiovisual representation or mechanics, artistic choices, discursive blind spaces to build tension, diegetic forewarnings, gore imagery, and environmental threat.
  • 5. Interactive drama survival horror games. Characters, whose survival is contingent on the player’s choices and reflexe. The butterfly effect mechanic. A large ensemble of playable characters, with no single protagonist discernible. Structure and mechanics entail alertness to and succeeding at QTEs (quick time events in which the player performs actions shortly after the appearance of an on-screen prompt). DARK PICTURES ANTHOLOGY: AN OVERVIEW
  • 6. Multiplayer playability mode (the Shared Story mode), which allows two players to connect and play the game online is significant in the context of the horror experience. One player controls two to three characters out of the five- person cast, with one character being controlled alternately by either player depending on the given game and sequence. In most gameplay sequences, the players share one virtual environment, while in others, they need to navigate different spaces. D H T S A S E R Y O R COOPERATIVE MODE
  • 7. Data gathered from Let’s Play videos and analyzed via a close reading of a performative experience of playing the game. The Let’s Play lists and videos retrieved from YT between March 6 and May 15, 2023. METHODS AND CRITERIA Excluding the videos with players consulting each other outside of the gameplay (both players commenting individually). A total of 42 complete playthroughs of the Anthology games. Selection of scenes, which served as a reference point to the analysis of the players’ reactions to the scare tactics (tension and stress scenes). Only blind playthroughs and those that follow the intended goal of the game. Keywords “Shared Story” or “Co-op” combined with game names.
  • 8. 1. The cooperative nature of the mode encourages a whole range of prosocial behaviors. 2. The social presence affects defining and maintaining relationships. 4. Cooperative-based gameplay affects exploration. 3. The players seem acutely aware of the significance of the butterfly effect mechanic. SHARED STORY IMPACT THE IMPACT OF CO-OP MODE ON THE PLAYER EXPERIENCE The Next Level of Horror Entertainment
  • 9. The game-specific emotions that players can experience in single-player mode will be accompanied by a range of similar emotions related to the co-players. While playing together, the players focus on the well-being of not only the main cast characters but, if possible, all characters, including non-playable ones. Players often complain that despite social proximity, some sequences do not allow the characters to help one another. PROSOCIAL BEHAVIORS
  • 10. Maintaining good relationships with all characters will make any of them more likely to act in the interest of the whole ensemble cast when they are controlled by the computer. Even when limited by the narrative design, the players strive for the best possible relationship between all characters; this is true even in tense situations or stressful sequences. The players unknowingly, by trying to keep the character relationships sound, increase the repertoire of gameplay actions and responses. RELATIONSHIPS
  • 11. The players recognize that every choice they make could affect the fate and safety of other playable characters. Environment exploration gains significance in revealing insights into the potential results of future butterfly choices. Complementary participation of both co-players and the organization of parallel tasks. Inherent lack of knowledge concerning the co-players’ whereabouts and actions is often communicated as a thrill and one of the highlights. BUTTERFLY EFFECT
  • 12. Missing information, or the inability to share information, can affect decision-making, cause frustration, or create confusion and fear. The games favor meticulous exploration and encourage the players to share whatever knowledge they obtain with each other. There is added urgency in co-op exploration, because specific interactions initiated by either of the players can trigger scenes or the change of location, thus cutting the exploration short and limiting agency. This causes disappointment or uncertainty of players. EXPLORATION
  • 13. 1. Split perspective emphasizes players’ cooperation over logic and roleplaying. This is another shift in the repercussions of involvement in the horror narrative. 2. Playing with others affects how players experience fear, stress, tension, and other emotions (caring for human players controlling the characters). 3. Combining what is best in games interactivity with horror as a genre. The use of meta-genre knowledge is always conditioned by the presence of others. THE NEXT STEP IN THE HORROR ENTERTAINMENT CONSTANT EVOLUTION: CONCLUSIONS The Next Level of Horror Entertainment
  • 14. The analysis is limited to a particular game (Anthology) and a selection of videos. The players’ experiences were discovered by analyzing content, not by asking them about these experiences. Some rare studies on horror players confirm that high-fear players experience a more significant degree of enjoyment when their horror self-efficacy is elevated. Considering this, one might say that the present analysis confirms that the need to care for others (fear for others) adds to enjoyment and self-efficacy. LIMITATIONS
  • 15. We hope you had fun. Please, feel free to contact us. Have a great conference! kmarak@umk.pl S T N H K A milosz.markocki@ukw.edu.pl piotr.siuda@ukw.edu.pl