Advice on Making Jump - scares?

Kacribus

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Calling all horror game jump - scare professionals! I'm currently making a horror game called The Final Verdict, where I'm planning to have jump - scares trigger off when the player interacts with crevices in walls, looks behind shower curtains, open things, look into things, and so on. I'm aware that a good RPG horror game doesn't rely solely on jump - scares, however I'd also like to nail this element. How'd I go about doing so?
 

XIIIthHarbinger

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Considering the engine in question,

Picture pop ups coupled with sound effects, or visual encounters that appear accompanied by a sound effect & the rapidly chase the player, are your two best bets.
 

Diretooth

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A good thing to note is not only timing, but intensity. Having a lot of jump scares will only serve to make the player grow bored very quickly, while very few will come off as cheap or lazy. Finding not only good timing between jump scares, but also incorporating less random and more tangible scares can set up a feeling of tension. Nothing is scarier than nothing, you could have the most disgusting terrifying monster, but the moment you reveal it in full is the moment it ceases to be as terrifying. Imply that the monstrosity hunting you across the maps, or that the things that try to kill you are its servants or merely appendages in the loosest sense can generate tension that can leave players on the edge of their seats.
There was an RM horror game about a young boy dealing with nightmares, one of the most terrifying things I experienced in it was a switch puzzle, with each switch pulled, a faint image of a horrific face slowly appeared, it took until the third or fourth switch for me to realize that I'd been staring at a bloody, grinning face. The realization was more scary than any jump scare because it wasn't preceded by a scare chord, nor was it suddenly just there. It was there the entire time, staring directly at me.
A good tense soundtrack can be good, the occasional jump scare can be well-executed, but another important thing to remember is to allow the player a moment to relax. Save rooms where they know they are safe, or they open a closet and confetti with a paper horn being blown, or even something as simple as them tensely approaching a cat in the middle of the hallway, expecting some horrific monstrosity, but the cat turning around and meowing, with a picture of a cute kitten being shown, or something as random and complicated as a puzzle that must be solved via a DDR (Dance Dance Revolution) esque minigame, having moments where they can laugh, where they can chide themselves for being scared by a cute kitten, or even commenting on the sheer randomness of a DDR minigame will make them lower their guard enough so that the next scare can get them.
Along with the relief of tension, you can hide jump scares such as the cute kitten encountered in every save room just one time randomly having a horrific face and a twisted cat yowl after spending the entire game being a source of comfort for the player, or maybe they come across a puzzle variant they've solved before, but instead of it ending with bemusement, having the puzzle actively harm or even kill them (Only the one time) can make them begin to distrust what has become good and familiar within their mind.
Horror, at its very foundation, is the twisting of the familiar into alien and evil forms, it should not rely solely on sudden scare tactics, but rather digging into the primordial fears of humanity and twisting it into something more horrific. A mother desperately searching for her crying baby, only to find the cries are coming from a crib with a skeleton inside of it, or a man fighting his way through horrific faceless humanoids, only to shoot one and find that he shot a mirror, or even a little girl looking for her father, who threatens her and chases her around with the intent to kill. The adult fears, the childhood fears, these can be incorporated into the jump scares, and they can also be the subtle semitransparent image that stares out at you from the screen, or something as simple as entering a room and having things being blatantly not where they should be, but the fact never being addressed by the character.
 

Leon Kennedy

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It's pretty simple jump scares are 99% either music build up then a loud scary noise or something appearing out of nowhere or loud scary sound out of nowhere. Find some good scary music/sounds or make it yourself, also scary images/people. Good luck.
 

Diretooth

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Recording your own scary noises can also add a personal touch to the game you can't really get from stock clips. For instance, I recorded myself taking a deep breath and added a reverb effect to give the impression that the main character of a game was taking a deep breath to calm himself after a scare.
 

Kacribus

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A good thing to note is not only timing, but intensity. Having a lot of jump scares will only serve to make the player grow bored very quickly, while very few will come off as cheap or lazy. Finding not only good timing between jump scares, but also incorporating less random and more tangible scares can set up a feeling of tension. Nothing is scarier than nothing, you could have the most disgusting terrifying monster, but the moment you reveal it in full is the moment it ceases to be as terrifying. Imply that the monstrosity hunting you across the maps, or that the things that try to kill you are its servants or merely appendages in the loosest sense can generate tension that can leave players on the edge of their seats.
There was an RM horror game about a young boy dealing with nightmares, one of the most terrifying things I experienced in it was a switch puzzle, with each switch pulled, a faint image of a horrific face slowly appeared, it took until the third or fourth switch for me to realize that I'd been staring at a bloody, grinning face. The realization was more scary than any jump scare because it wasn't preceded by a scare chord, nor was it suddenly just there. It was there the entire time, staring directly at me.
A good tense soundtrack can be good, the occasional jump scare can be well-executed, but another important thing to remember is to allow the player a moment to relax. Save rooms where they know they are safe, or they open a closet and confetti with a paper horn being blown, or even something as simple as them tensely approaching a cat in the middle of the hallway, expecting some horrific monstrosity, but the cat turning around and meowing, with a picture of a cute kitten being shown, or something as random and complicated as a puzzle that must be solved via a DDR (Dance Dance Revolution) esque minigame, having moments where they can laugh, where they can chide themselves for being scared by a cute kitten, or even commenting on the sheer randomness of a DDR minigame will make them lower their guard enough so that the next scare can get them.
Along with the relief of tension, you can hide jump scares such as the cute kitten encountered in every save room just one time randomly having a horrific face and a twisted cat yowl after spending the entire game being a source of comfort for the player, or maybe they come across a puzzle variant they've solved before, but instead of it ending with bemusement, having the puzzle actively harm or even kill them (Only the one time) can make them begin to distrust what has become good and familiar within their mind.
Horror, at its very foundation, is the twisting of the familiar into alien and evil forms, it should not rely solely on sudden scare tactics, but rather digging into the primordial fears of humanity and twisting it into something more horrific. A mother desperately searching for her crying baby, only to find the cries are coming from a crib with a skeleton inside of it, or a man fighting his way through horrific faceless humanoids, only to shoot one and find that he shot a mirror, or even a little girl looking for her father, who threatens her and chases her around with the intent to kill. The adult fears, the childhood fears, these can be incorporated into the jump scares, and they can also be the subtle semitransparent image that stares out at you from the screen, or something as simple as entering a room and having things being blatantly not where they should be, but the fact never being addressed by the character.
My, I've generally heard all of what you've told me before, that gradual scares or psychological scares are way better than plain straightforward scares, but you specifying REALLY shed light onto what will help me make better jump scares. That was quite a lot you just wrote, and I'm taken back by the amount. Although my response to your paragraph is brief, this will all help me immensely, emphasizing how important psychological fears are to my game. Many thanks!
 

Kacribus

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It's pretty simple jump scares are 99% either music build up then a loud scary noise or something appearing out of nowhere or loud scary sound out of nowhere. Find some good scary music/sounds or make it yourself, also scary images/people. Good luck.
True! Although, finding audio and images with free to use usage IS tricky. Thanks!
 

Kacribus

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Recording your own scary noises can also add a personal touch to the game you can't really get from stock clips. For instance, I recorded myself taking a deep breath and added a reverb effect to give the impression that the main character of a game was taking a deep breath to calm himself after a scare.
Actually clever.
 

Kacribus

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Considering the engine in question,

Picture pop ups coupled with sound effects, or visual encounters that appear accompanied by a sound effect & the rapidly chase the player, are your two best bets.
I'm a big fan of the visuals and sound effects and pop ups type of thing. Good ideas, good ideas.
 

Poryg

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True! Although, finding audio and images with free to use usage IS tricky. Thanks!
If you intend to release it commercially, it might not be a bad idea to invest in some horror music and stuff.

As for the jump scares, they generally don't matter as much as the technique around them. When I played Serena, which was labeled as a psychological/horror game, I was anticipating jump scares even though I had known there were none. I knew there were no jump scares in Amnesia too... But I was still very uneasy due to possible insanity. In the end though when I found out that being insane didn't mean anything, suddenly the game lost all tension.
Also, for me jump scares aren't really scary. I just get a little startled by them. But if you really get under my skin, I can feel them.
 

Diretooth

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@Kacribus Most issues people have with creating quality content is a lack of genuine feedback. I've played way too many shoddily made SCREAMINGPICTUREINYOURFACELOLISCAREDYOU flash games to be effected by scream + hyperrealistic gore face. I've been genuinely terrified by the subtle things, like happening to notice a valve turn on a pipe by itself, or the merest glimpse of movement just outside of my peripheral. I have this shadow charset that is mostly transparent with light and dark grays, in a game with halfway decent lighting effects, having it move just within range of a player's lantern or flashlight can give the focused player a quick start- you don't even need musical cues half the time. Another instance of a less abrupt jump scare you could do: you could have a character hide in a cabinet to flee from a red-eyed shadow. You cut the screen to black, have some footstep sounds grow louder (using the MV pan function can change the direction the sound comes from, creating the auditory illusion of someone approaching), then a recording of someone whispering "I see you." and then fade in an image of a blood red eye peering into the cabinet for a few seconds, then fading out the image, having a few footsteps sounds walk away, becoming softer until there is silence. For extra fun, you could even have a relatively easy quick time event to have the player force their character to hold their breath or otherwise be killed.
 

Kacribus

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@Kacribus Most issues people have with creating quality content is a lack of genuine feedback. I've played way too many shoddily made SCREAMINGPICTUREINYOURFACELOLISCAREDYOU flash games to be effected by scream + hyperrealistic gore face. I've been genuinely terrified by the subtle things, like happening to notice a valve turn on a pipe by itself, or the merest glimpse of movement just outside of my peripheral. I have this shadow charset that is mostly transparent with light and dark grays, in a game with halfway decent lighting effects, having it move just within range of a player's lantern or flashlight can give the focused player a quick start- you don't even need musical cues half the time. Another instance of a less abrupt jump scare you could do: you could have a character hide in a cabinet to flee from a red-eyed shadow. You cut the screen to black, have some footstep sounds grow louder (using the MV pan function can change the direction the sound comes from, creating the auditory illusion of someone approaching), then a recording of someone whispering "I see you." and then fade in an image of a blood red eye peering into the cabinet for a few seconds, then fading out the image, having a few footsteps sounds walk away, becoming softer until there is silence. For extra fun, you could even have a relatively easy quick time event to have the player force their character to hold their breath or otherwise be killed.
This means I'm definitely tackling my first horror game all wrong. I was really excited with the idea of scaring the heck out of players through SCREAMINGPICTUREINYOURFACELOLISCAREDYOU images and not much of psychological and fear based scares. I better really fix my game up. An idea your descriptions really remind me of is a game I played, I think it was either The Indigo Illusion or The Witch's House, where a noose sways back and forth. loved it the creepy wack effect it had on players. Your words will really help me out. Also diggin' those examples!
 

Kacribus

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If you intend to release it commercially, it might not be a bad idea to invest in some horror music and stuff.

As for the jump scares, they generally don't matter as much as the technique around them. When I played Serena, which was labeled as a psychological/horror game, I was anticipating jump scares even though I had known there were none. I knew there were no jump scares in Amnesia too... But I was still very uneasy due to possible insanity. In the end though when I found out that being insane didn't mean anything, suddenly the game lost all tension.
Also, for me jump scares aren't really scary. I just get a little startled by them. But if you really get under my skin, I can feel them.
I'm thinking about releasing this commercially if I don't feel too bad about it because I'm broke, so I have to make due and grab all the freebies I can. :kaocry: Yeah, all the comments on this post really makes me understand how psychological fears and scares are so important. I also ought to keep in mind of those who aren't scared by direct jump - scares. Kudos to all of you!
 

Diretooth

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I would heavily suggest playing a few RM horror games, such as Cardiophobia, which does jump scares relatively well without relying on creepy sudden faces or scare chords, and has the primary tension being the management of your own heartbeat so you don't die from literal fright. Other non-RM games can be an excellent source of inspiration. When playing them, time yourself, take note when a jump scare happened, or a frightening event transpires, and rate it 1-10 with 10 being the highest. Each time you are scared, or something happens that makes you scared, note what it was, why it scared you, and then rate it based on your own perception of why it scared you.
I also suggest taking a look at this: http://tvtropes.org/pmwiki/pmwiki.php/Main/HorrorTropes This site is an absolute must for anyone wanting to create any sort of story, as it can not only give you examples of how things are done, but also gives you examples of things done before, and can give you a heads up for certain things that have become so overdone that they are not scary anymore. (That does not mean you can't use a cliche in a legitimately terrifying manner, however.)
Also, another small tidbit I recall using once. I had a chandelier event that consisted of a notetag from the Terrax lighting plugin, a simple custom move route with the event having the 'Through' box checked, to have the chandelier swing back and forth rhythmically. At each end of its swing, inserted just before the last left or right movement, there would be a creaking sound effect, with movement sped up by one tier as it went toward the center, then slowed down after it reached the center. It's a simple, yet complex detail, but it can add a feeling of unreality to an area, or just a constant sound to add atmosphere.
 

Poryg

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There are basically only two major groups that get scared by jump scares.
1. Those that don't like horrors
2. Twitch streamers
I don't think number 1 would be your target audience.
Number 2... I suspect them from purposeful overreacting, because their screams are often unnatural.
You won't get the desired effect with just jump scares, because jump scares only startle for the most part, but not really cause long unease. I'm not even too fond of horror games, because a really good horror game has terrible side effects on me (everything I grab becomes a murder weapon for some time and everyone I am around gets killed in my head). But when I play some, I just can't really say jump scares are effective. Even Emily wants to play makes me uneasy due to the fact that I don't know where the girl is, but not due to the jump scare when she catches me. And when she catches me, it's not her fact or the noise that scares me... But the fact that she caught me.
 

Diretooth

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I recently did a Let's Play of ObsCure, which is an action survival horror that's basically Resident Evil, but with plants. Due to its nature of having multiple enemies as well as weapons to defend myself with, the primary sources of fear and unease were, in order of most prominent to least: Scarcity of items, reasonable abundance of monsters, sound effects and music, monster designs, combat, and story. In an actionized horror game, balancing item scarcity and the amount of monsters is the most important aspect of the gameplay. A similar enough game, Alone in the Dark: A New Nightmare, had constantly respawning enemies, but non-respawning items, meaning that your go-to action was most likely going to be you running past enemies, where ObsCure paced out non-respawning enemies and non-respawning items. Because there was a constant need to manage what you had, squandering your inventory could lead to bad situations. The use of compact discs for saving anywhere allowed a frugal player to progress, at the cost of a potential large setback, while a wasteful player would find themselves lacking when they most definitely needed a save. My most tense moments came not from enemies, but being low on health and not having healing items. Always provide a player with just a little more than the minimum of what they need to survive.
Sound effects and music can set the tone for a situation, but overuse can lead to desensitized players. Throughout the game, just before things really kicked off, screams could be heard. At first, it caused anxiety, but hearing it over and over again made me question why exactly the main characters weren't getting the hell out of there with the blatant loud screaming going on. What was once a genuinely frightening sound became a source of ridicule within minutes.
A monster's design can make or break a game, and the monsters were legitimately frightening, or disgusting depending on the situation, but after encountering them multiple times and being able to overcome them with relative ease the further I progressed, the only thing keeping them as a thing to be feared was, again, ammo scarcity. This factors in with combat, which was complicated enough that I occasionally made mistakes, costing me valuable ammunition and even killing me on occasion. Combat in horror games can be done well, but it is not often done well. A good example of a sort of pseudo combat done in an RM horror game is the One Night trilogy, which used items and eventing to allow the player character a greater chance of survival.
Story, in the case of ObsCure, was essentially your typical teenage horror flick. In games such as Amnesia or Outlast, the story is told through bits and pieces hidden about. Both first games of their respective series did well in this regard, but suffered in their later games because there wasn't enough information up front to keep the player engaged. (your mileage may vary on this, some people are of different opinions that are no less valid.) Some games have the story be something more overt, with the background details hidden in symbolism. The game, 'Pocket Mirror', tells much of the overarching plot through childlike 'theater' scenes, and depending on your actions, certain details can be brought up that change the way things are done. In the case of Pocket Mirror, the horror is less from overt jump scares or sound effects, but by the interactions with various characters and objects.
Now the reason I felt it necessary to bring this up isn't to bore you with details and tidbits I noticed in games, but to bring to your attention my reaction to certain games and how they effected me. No single way will create enough tension to put a player on edge, you also need a reason for the player to keep going in spite of the tension and fear. Even if your game uses an excuse plot, as long as you do it well enough to justify time spent playing it, you've done good. ObsCure, Pocket Mirror, One Night, Cardiophobia, the aforementioned game with the creepy face, all left an impact because, in some manner, I was able to empathize with the characters, no matter how cheesy or bad the writing was. Games with no overt overarching plot, or extremely confusing directions from which to follow, no matter how good the spooks are, do not give me a reason to keep playing. Flash games like 'The Darkness' or 'Ex Mortis' or the myriad 'spooky old house with spooky jumpscares' games I used to play as a kid never left an impact on me because they were all too often too ambiguous about what was happening, leaving too few details for me to piece together why I should care about the character I'm playing. Real, good fear comes from not only sympathizing with a character, but actively wanting to keep them alive long enough for them to attain some semblance of a happy ending.
Make certain that the game does not exist solely to scare people, the game must also exist to make them want to go through the fear beyond simply seeking thrills.
 

Kes

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[dpost]Kacribus[/dpost]
In fact, further up the thread it's a quadruple post.

If you want to reply to several people, you can use the multiquote function. However, it seems you are only quoting the post in order to indicate who you are replying to. That is not necessary, and slows down the page loading, especially for those with a poor internet connection or using their phone for access. Much better would be to use the @ plus username convention for each person, like this
@Kacribus blah blah
@Kes blahblahblah.

As you type the name, a dropdown list appears, type a few letters to reduce the length of the list and then click the name you want. That way the person is tagged and knows that you have replied.
 

Kacribus

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@Kes sorry! I'm a new jellybean, thanks!
 

Kacribus

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@Diretooth I'm checking out all the games and link you mentioned right now! I also find the chandelier effect super cool and didn't know it was so simple! I'll try incorporating that effect in other object events as well. Honestly, after hearing from you and everyone else here, I'm super hyped to make adjustments to my game. The game doesn't have a bad plot either ( I think ), so I can get started right now. Before hearing from you, my game was actually going just to scare the audience. Now I realize - not the way to go! :kaoeh:
 

Kacribus

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@Poryg Twitch streamers, how humorous. That made me laugh. :kaoslp:
 

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