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Do jumpscares ruin horror games in your opinion?

A topic by Deogen Games created 69 days ago Views: 369 Replies: 12
Viewing posts 1 to 8
(+6)

I feel like cheap jumpscares, the kind that snap in out of nowhere with no player action or consequence... are usually terrible.

Jumpscares done with context and consequence can be great. In my game, for example, anomalies will only attack if you fail to scare them away in time, so the jump happens because you missed something, not because the game decided to shout at you. 

Another moment is when you’re operating the old film projector, you’re supposed to keep it running, and if you run out of film the lights go off and you only have sound. Creatures approaching, whispering, etc.. and the tension builds, and only then a jumpscare.

I’m curious what people think cause I want to make my jumpscares impactful not annoying in my game. Are jumpscares inherently cheap, or does it depend on context? Any favorite examples I could replicate (or bad ones to avoid), opinions, or ideas? If I like your ideas/opinion I'll add you in the credits :)

If anyone wants to see the kinds of jumpscares I mean, here’s what I'm talking about: https://deogen-games.itch.io/now-showing . Feedback welcome. Thank you!!

(+1)

A jumpscare is ineffective if the player expects it.  A jumpscare is cheap if the player had no way to predict it.  Both are bad, but ineffective is worse.  A good jumpscare is one that catches the player off guard, but the player blames herself for lowering her guard.

The best way to make jumpscares effective is to not overuse them.  Take your old film projector example.  Played out like you describe it, everybody is going to expect a jumpscare.  So let the creatures wander off again.  Repeat a few times.  Distract the player with something else.  Only then, when the player has lowered her guard, throw the jumpscare at her.

I like the idea that expectation hurts a jumpscare, but I don’t think expecting a scare = automatically ineffective. 

Anticipation can increase stress. That’s different from a cheap surprise that comes out of nowhere and feels unfair. Take FNAF 1 for example, you expect a jumpscare when the power runs out, but the uncertainty/randomness of the timing when the scare actually is, creates dread which makes the jumpscare work well, something I've done as well. 


And sometimes keeping the player in constant tension is better, where they know something bad is coming but don’t know exactly when, it can be more effective than letting them fully relax first. In the projector example, the goal isn’t to surprise after safety, but to stretch the stress and to make the players hair gray, and maybe if they're lucky the shift ends and they win before the jumpscare appears, making it feel much more rewarding.

If you want tension, then a jumpscare is the last thing you want.  Jumpscares kill tension, and tension kills jumpscares.  Pick one and stick with it.

Not necessarily — but overusing them can. A well-timed jumpscare can be incredibly effective, especially when it builds on real tension. The problem is when games rely on constant loud noises instead of atmosphere, pacing, and psychological fear. That’s when it starts to feel cheap. The best horror games use jumpscares sparingly and focus more on mood and suspense.

IMO jumpscares should enforce the terror of the horror game.

 A good example is : say in a horror game, player is being hunted by large monster and player must escape through abandoned house or building.  Good jumpscare could be in form of the monster breaking into the building surprising player but fail to find player then left. This jumpscare informs player that the monster is actively seeking player and strong enough to break walls.

That’s a good way of putting it ngl

Since my game is more FNAF 1 style with the player stuck in a projector room, I’ve been trying to translate that into pressure, like audio cues getting closer, the film distorting, power cutting out, etc… before the scare happens.

I’m curious if that comes across the same way in practice, if you end up checking it out, I’d love to know whether it feels like the anomalies are actively hunting you or not. And if you have ideas I end up using, I’ll credit you for sure

(+1)

Jumpscares are to horror, what slapstick is to humor.

It's a shortcut. Easily seen as bad writing or cheap. You need the right context for players to accept it or be awed by such things. The fnaf type games are all about jumscares. Just like you would expect slapstick in movies with the Marx Brothers, The Three Stooges or other names.

Any favorite examples I could replicate

I have a favorite example for a jumpscare, but you will not be able to replicate it, since your game is a fnaf type game and people will expect such scares.

Eternal Darkness, a horror game on Nintendo no less. The framework story had a character explore a mansion. In one of the rooms, there was a bathtub where you would have that jumpscare show it full of blood. In a literally jumpy camera zoom in. The rest of the game was about various horror topics and tropes, as it was the Lovecraftian type of horror story, but the tool of a jumpscare was bascially not used. It fit in with the sanity aspect, since the bathtub was shown to be empty aftewards.

I prefer less jumpscares and more general tension, but jumspcares themselves aren't a bad thing.
The problem becomes when they become so overused or they aren't done well that it becomes less effective to the players.

I asked exactly the same question a while ago... 😅 

For me, they don't ruin the game if they are used in moderation and make narrative sense with the rest of the story...

Are you designing a horror game BTW? 😊

(+1)

Haha yeah I am. It’s a horror game called Now Showing: it’s actually already published.

I’m trying to design the scares around player mistakes and tension rather than random loud moments. What kind of horror are you working on?

Oh I'll check it out!

My game is made with RPG Maker,  and I try to play with lighting, music, and effects to create tension in the environment. 

Depending on the decisions the player makes, they will accumulate points of madness, horror, and depression, and depending on the value of these parameters, the scenarios will change, or they may even lose the game. 10-12 hours of gameplay I guess.

I've been working on the project for about a year, and I hope to have a playable demo in 2-3 months.

You can take a look here. 😊

I don’t think jumpscares ruin a horror game. If they’re not overused or easy to see coming, they can actually make things way more tense and fun.