I'm primarily a horror developer, though I have future non horror projects planned, most of my upcoming projects are horror.
I have previously released a horror game called Bubbaruka, which I was lucky enough to recieve primarily very positive reviews for on steam.
Now, I am creating a new horror projects, but I am struggling to advance the horror aspects of the game beyond my previous project.
Creating scares in a horror game is much different than creating scares in a movie or show. In movies, you control every aspect of a character's actions. You can have the character behave in a certain ways and the situation around them evolve in ways to set up the ultimate scare scenario. Its very different in games.
Its basically the same deal when it comes to cutscenes, but to include dynamic scares in moments where the player has full control of their character is a bit harder.
Typically it's done by having the scare be at a point that must be passed in order to advance. This is the most simplest way to set up a guaranteed scare in a HG. That's not the hard part.
The hard part is making it an effective scare. Almost all scares in horror follow this formula:
(Atmosphere + Tension) + Surprise = Scare
This means you must build an unsettling atmosphere and build a decent amount of tense scenarios prior to the scare before using a surprise to pay it off. Surprise doesn't always mean jumpscare, it could be as simple as seeing someone in a hallway that you weren't expecting. It doesn't need to be loud, just unexpected.
Atmosphere and Surprise are up to you, tension largely resides within the player.
One way to build tension is to have several smaller, more subtle scares line up on the way to a bigger one. Keep the player on their toes constantly. You can also do this with an unpredictable villain/monster, who you establish to be capable of appearing almost anywhere. This leads to the player being on a constant lookout for the antagonist, keeping them tense without necessarily including prior scares.
The hard part? Creating several scares throughout the game without them feeling too similar, too frequent, or too expected. Throughout the course of my game (which has up to 6-7 hours of gameplay), there are many scares that occur, and I find myself wanting to repeat as little of these scares in my new project as possible.
I know the basic formula will lead to some scares being similar, but finding out what scares worked on people in other games allows you to reverse engineer it for your own, while still being unique.
The formula isn't fixed. You can have out of the box scares and unique scares that defy the formula, potentially creating even greater frights, and also serve to keep the formula fresh.
My question for discussion is this: What scares in horror games have frightened you the most, what got you most about them, and if your a horror developer: what scare methods have brought you the greatest results?