h a l f b a k e r yCompound disinterest.
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There are many horror games based in space, but is often far into the future kind of SciFi like DeadSpace.
I would like to see a space horror game that is based in the near future, where the protagonist will spend most of the time in zero gravity. The threat doesn't have to be monsters, could also
include asteroids (like the movie "GRAVITY", but in game form)
As for why? Well games in the far future in space, often have artifical gravity most of the time. This makes for a 2D space. The international space station (As for 2013) is in microgravity, and the design of the space station is cramped with no sense of 'ground'.
Plus making a horror space game, based on modern day space station, increases realism, and thus allows the player to imagine themselves actually being there.
This kind of game will do well with a 3d headset(e.g. oculus rift), for a typical space station interior will have lots of detail that will work well for such headsets.
Sklab
http://upload.wikim...ab_illustration.jpg Early drawing (as-built, but not as-used, due to the subsequent damage and repairs) [neutrinos_shadow, Nov 26 2013]
ISS tour
http://www.youtube....watch?v=afBm0Dpfj_k See if you could follow which way is up or down without getting disoriented. [DIYMatt, Nov 27 2013]
[link]
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// and the design of the space station is cramped
with no sense of 'ground'.// |
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Not really. There is no actual ground, but I believe
it's designed with an artificial "vertical" because it
helps reduce disorientation/vertigo. Yes, even the
"floor" is filled with storage bays, but they are doored
with solid panels, unlike some of the walls, and all
the monitor screens and labels and such share a
common orientation. |
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It frightens me to be categorized as (other:general). |
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//There is no actual ground, but I believe it's
designed with an artificial "vertical"// |
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Have you ever watched a video tour of the ISS? Up
and
down depends entirely on what you're doing.
Exercising, the wall with the treadmill becomes the
floor. Doing an experiment, the wall with the
computer screens facing "up" becomes the vertical
wall. This game could work very well, I would
actually really like to see it. Present day or near
future scifi is very neglected. |
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Imagine floating through compartments with hatches
above, below, and to both sides of you, and no
gravity. It would be very disorienting and great for a
horror game. |
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//Have you ever watched a video tour of the ISS?// |
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Yes I have, and I've noticed that most of the modules
have an agreed upon local vertical. Yes, they
sometimes move off of it, because volume is at a
premium, but if you look at their day to day
activities, they spend most of the time aligned with
it. |
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The local orientation of each module is obvious from the
footage, since the communications engineers almost always
align the fixed cameras to it. Even the 'ceiling corner' cams
point 'down'. |
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Well yes, if they pointed up the footage would be less interesting I suppose. |
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I like the way Skylab was done - all the "stuff" (experiments, cupboards, etc) was mounted on the cylindrical surface, and there wasn't really a "floor" (or ceiling) as such (IIRC). When you don't need a "floor", why bother having one?
Also, parts of Deadspace (I've only played the 1st one) are in zero-g. |
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(Later...) seems only part of it was arranged "floorless", but I still think that using the cylindrical surface as "walls" without a floor or ceiling is the best arrangement for a zero-g station of the current cylindrical style. |
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I think the issue is partially psychological; after the novelty
of zero-g starts to wain, I imagine people start to go a little
batshit without a floor under their feet. We're a vertically
oriented species, after all. |
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[Alter]'s got it. Humans developed with a vertical
orientation. Our brains get a little fussy if we don't
have one (as in micro-g). Building in an orientation,
even if we don't feel it, goes a long way to tricking
them into working right. |
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Except... the ISS doesn't have a clear up and down.
It depends on what you're doing <linky> |
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And that's exactly why a skylab 'no such ground' design, is good for horror games. In ISS, astronauts going batshit insane is a bad thing; in a space horror game, its a good thing. If your brain cannot feel a 'ground', then that just heightens the sense of insecurity. |
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//Except... the ISS doesn't have a clear up and down.
It depends on what you're doing// |
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I notice that pretty much universally, the tour guide
happens to be in the correct orientation to read the
labels right side up. That's not accidental. The
vertical changes as you move through modules, but
it's present. |
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Ah, memories of Descent. Great game. |
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