This is in reference to them announcing that they’re committing to one Silent Hill title a year.

  • MentalEdge@sopuli.xyzOP
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    2 days ago

    Oh I’m glad Silent Hill is back.

    But horror isn’t CoD. I will never be that big. But Konami thinks it can be, and will either sacrifice the quality of the games in order to appeal to a wider audience, or keep the games as scary as they are, and fail to meet their own unrealistic expectations.

    The scariness of the games is an additional complication that AAA publishers don’t seem to get.

    A bad Call of Duty still lets you click heads and scream slurs in a match lobby.

    But make a horror game that isn’t scary? Or even the wrong amount, or type of scary? Complete failure.

    If you target hardcore horror fans, your game has to be good enough to scare them, and you’ll never be able to sell to everyone. And if you can’t scare the hardcore fans, you need to be interesting enough for the casual fans to buy in. Getting both is near impossible, which is why indies do so well in the genre. It’s REALLY hard to make horror for everyone. Usually, a horror game interests only a subset of gamers.

    And when you have a franchise, every new game needs to figure out how to scare people who have played the previous games. Or else interest them in other ways.

    Horror is really easy to overplay. If your game is too long, the scares stop working because the player gets used to them. If sequels just do the same thing as the last game, entire games can stop being effective. And once you start trying to reinvent things every game, they can end up losing their identity (see RE5 and 6).

    Doing this every 12 months? Just no.

    Resident Evil is an excellent example. Capcom has tried and failed to increase release frequency, but titles that actually sell are about two or three years apart no matter what they seem to do. And that is WITH their new formula of using two completely different styles to reduce the sameness of the titles.

    If Konami wants to release more games, they should tap their other IPs, not oversaturate the already crowded horror genre even more.

    • Katana314@lemmy.world
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      19 hours ago

      I feel like another option for horror is to spam the effort. Literally have 5 to 10 studios all making horror games, with a fraction of the budget. One of the big successes in horror is that some of the best ones were made with large restrictions on technology, effects, budget, etc. If you search the “Survival horror” tag on Steam, there’s a pretty large wash of games succeeding in the space now.

      You could also note how many “horror-focused” Resident Evil games go through some form of reset where you lose your buildup of equipment, or change pace. They recognize that the genre isn’t well-suited for a constant escalation of power until you fight god, the way JRPGs do. Thus, people who enjoy those games are more likely to munch through them like doritos. Many streamers even have nights where they will buy some half-dozen of the games on Steam and just keep going through them.

      • MentalEdge@sopuli.xyzOP
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        16 hours ago

        Yes.

        As I mentiomed, this is why indies are succeeding in the genre. Each individual game only needs to be enjoyed by a small number in order to succeed.

        But that approach doesn’t necessarily scale. Konami thinks it does.