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Phantasmagoria Designing Super-natural Terror Johanna Koljonen

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Page 1: Designing Super-natural Terror Johanna Koljonen -

PhantasmagoriaDesigning Super-natural Terror

Johanna Koljonen

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(some things must be believed to be seen.)

– Andrew McNeillie

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• why do we have them?• what are they (the good ones) about?• how can we design games about them?

• should we? (not indisciminately)

On ghost stories:

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“The brain baulks at non-meaning; meaninglessness, like formlessness, becomes the dominant scandal against reason, and reason, seeking to abolish it, generates

fantasies (Goya comes to mind, for his iconic image of himself, with its magnificent warning, ‘The dream of

reason produces monsters’).”Marina Warner: Phantasmagoria (2006)

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Storytelling

• = the creation of meaningful narratives by ordering events, images, ideas, symbols in a coherent way.

• Establishes, reinforces and/or challenges social norms

• Creates safe spaces for exploration of the unknown, of “the other”, of taboo, of “the unthinkable”

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Storytelling

• Also: the construction of the self

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Storytelling

• That is: the construction of the self in the social context

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Storytelling

• That is: the construction of the self in the social context AS ONE WHO BELONGS.

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Biological Limits

• Fight/flight reflex etc survival• looking for threats & for humans• the mind will err on side of terror• the mind will err on the side of

disgust (later possibly: charismatic abnormality)

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Biological Limits

• Most or all cultures have ghost and/or demon stories

• NB: Does not require Jungian collective subconscious

• NB: Does not prove existence of paranormal phenomena

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Suggestive location, players do the work

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Shit that freaksall people out

• Crossing time-space boundaries (broken reality)

• Crossing health/illness boundaries (taint of death, broken causality)

• Crossing ritualized* life/death boundaries

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Shit that freaksall people out

= “The Uncanny”

a Freudian concept of an instance where something can be familiar, yet foreign at the same time, resulting in a

feeling of it being incomfortably strange.

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Shit that freaksall people out

• *The life-death boundary is a boundary that bleeds (for the above-mentioned reasons in combination with grief and love).

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Easiest life/death transgression:Surprise animation

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Inanimate objects = Scary

• When they’re suddenly animate• [lat. anima = mind, soul]

• When they demonstrate intent, especially unpredictable or malicious• Pre-science: animistic religions• Post-science: poltergeist phenomena

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Suggestive setting + moving shit around in surprising ways

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Ghost Stories

• Sadness

• Terror/ Horror

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Approachingghost stories

• Atmosphere• “Plot” (Central conflict + Solution

conditions)

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“the haunted house/Indian burial ground cliché”

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• nostalgia

• melancholia

• fear of abandonment

• fear of social change*

• alienation

• heartbreak

• fear of death

• bereavement

• acceptance of loss

• terror of disease and of abnormality

• trauma survival

• terror/horror

Ghost Stories

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Approachingghost stories

• Atmosphere• “Plot” (Central conflict + Solution

conditions)• Situations, setting, narrative

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*dark water (hideo nakata, 2002) divorce, single parenthood (from both a child and a parent perspective), social mobility (down)

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urban alienation =present in ghost stories since at least the 1880s.

Fear of technology =in horror fiction since at least 1815.

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dark Water (2002): Elevator

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Poltergeist (1982): TV

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Physical manifestation of time/space breakdown

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Physical manifestation of life/death transgression

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Ringu (1998): VHS tapes

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Requiem for a Dream (2000): Refrigerator

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Ghost stories are littered with crumbling (gothic) texts.

ruinsdiaries

old lettersb/w photos

ancient bookswills

carvingsengraved jewellery

etc

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still true.also: retro tech activates nostalgia for lost futures.

16mm filmcassette tapefloppy disksVHS tapes

photo printsatari console

turn-dial phonespagers

certain train and bus car types

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Alienation Technologies

• Liminal states seem to be symbolically connected with certain machines (esp communication devices like trains or phones)

• They break unity of time/space, life/death

• Charged with symbolic (cultural) meaning: rapidly changing social webs, and status, and societal change

• Charged with personal meaning: time economies, memory

• Activated through animation-possession

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PROSOPOPEIA (jonsson, ericsson et al, 2004)

functional technology for speaking to the dead

EVP = Electronic Voice Phenomena (a form of “instrumental transcommunication”)

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Some things must be seen to be believed

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DESIGN CHALLENGES:TIME

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DESIGN CHALLENGES

• Game time limitations and narrative expectations make establishing the ordinary relatively difficult.

• Establishing another era/environment eats up more of this limited time.

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DESIGN CHALLENGES

• If both ghosts and the living are player characters, their perception of time should probably be different: its pace, its shape, and/or the subjective date.

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Previous Occupants

• Frederik Berg Østergaard & Tobias Wrigstad, 2010 >>> jeepen.org

• Two story time planes, same motel room (players take turns, influence each other)

• (Classic Jeepform technique: no absolute character ownership)

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the Shining, 1980Lots of ghosts, few of the living?

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Mutual NPC:ing

• Not all character groups have to play with the same game mechanics

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Mutual NPC:ing

Game ends

Conflictresolved

Mysteryresolved

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NB!

• OPTIMAL LOGISTICS TIME ≠ OPTIMAL EXPERIENTAL TIME

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DESIGN CHALLENGES:BODIES

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DESIGN CHALLENGES

• Players playing ghosts have physical bodies

• The character possesses the player body; further possession or messing around with body perception is difficult

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Flawed proportions and other illusions

Pseudoscope

Ames room

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The other senses

• Sound at the limits of perception• Images too fast to consciously perceive• Attention illusions• Temperature• Wrong surface materials

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body illusions

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150 year tradition in ghost effects for fun and profit

Google: Mediums, Seances, Hoaxes

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But don’t forget RFID tags, arduino, holograms, etc.

Google: Ghost Special Effects

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does the player/character body overlap allow forseparate input analysis?

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if: yes, how do you design for this?

if: eventually, how long is the lag?

if: possibly, how do we test?

if: no, are these games even ethical?

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• Willing suspension of disbelief… helps?

• Character doubt helps the player negotiate disbelief

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IDENTIFY THE MINIMUM NUMBER OF SUGGESTIONS AND GHOST EFFECTS THAT WILL

ALLOW THE PLAYERS TO EXPERIENCE YOUR STORY.

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THEN INVITE ME TO YOUR GAME.THANK YOU.

[email protected]