An insanity inducing experience. That’s what I expect from a LoveCraftian experience. And lots of excitement from playing a game based around the theme. A little off what Monria is atm, but I think of insanity inducing in a game may be done with Oculus Rift. And I base that off another blog post on Eve Online’s Valkyrie review that a player has the ‘feeling’ of being inside the game world and fearing the consequences of battle and exploration. Fear in Entropia Universe is in that your avatar can die, lose money, or be pirated. Drones still scare me, but that is minor and easily overcome with proper weapons and armor setups. But it took some effort to handle them. The other more powerful robots and creatures are though, still fear inducing. Fear of losing money is also a factor, but in Entropia, easily overcome also.
Back to inducing insanity. Being impossibly hard, sorta check. Fearsome looking monsters and mobs, check. Artificial intelligence that can induce fear, check. Fun to be scared, check.
I have experienced Monria through a youtube video only, as I am too much of a chicken to brave space in Entropia. Soon maybe with my barebones setup I would go. Or mothership travels, though I don’t know if there are stops at Monria yet.
But as for inducing fear I am thinking odd things like slimes or oozes that immerse an avatar in a maddening movement conundrum. I mean huge oozes and slimes enough to engulf entire areas. I could make a list of fears here and ways to induce them so I will.
based from :http://www.selfhelpcollective.com/top-10-fears.html
1. fear of flying, check for EU (Entropia Universe0, lots of flying and getting into space to get to Monria.
2. fear of public speaking, check for EU, sometimes chat is eerily quiet. Sometimes it’s trolls to blame. Sometimes it’s fear of retribution from other players. Protecting reputation is also a concern. What if there were a way for mobs to attack when someone speaks? Some effect on aggro is what I’m thinking here. Another idea is a mission that absolutely requires a player to do a reputation up or down on the reputation statistic of an avatar.
3. Fear of heights. Somewhat easily simulated. Some tall in-game structures to fall from. I enjoy falling in MMO’s myself and have earned numerous in-game achievements for accomplishing ridiculously high falls. Even better is flying an airship or spacecraft in-world up to 1000 meters, and then jumping out. check. On the moon how this could be simulated IDK, maybe a mission requirement to jump into a pit of lava, ice, or slime from a great height whether by vehicle or climbing something.
4. Fear of the dark. Easily simulated with dark shaded and textured monsters and places they skulk around in. I think this is already in there as an underground cave system of some sort.
5. Fear of intimacy. huh? A mission with an npc who somehow touches a person’s emotions of friends and family then somehow those connections are threatened. Forming them in the first place would look weird in an MMO game context. I’ll try to make it fit anyway. A short list of friends in-game. Hard to see how this would play out. Maybe an instance that cuts off communication from friends list and chats, then a situation where it is an absolute must to get that contact. Then a device or action to reestablish the connection and resolve the mission. Kinda’ like PVP areas, so far, but even more limited. just tossing out ideas here.
6. Fear of death. Fear of dead things. Anything death-related. This one could see the most game context, as art and environments and monsters to draw from. And hunter inspired experiences. Out on an edge here. Then also the formal trappings of death: mortuaries, funeral homes, coffins, corpses and graveyards. All cleaned up and made presentable in a gaming context.
7. Fear of failure. Hmm. tough one to fit. Within a game context though, not completing a mission. Not completing a mob kill. Not making money. Not having fun. Odd, haven’t thought of those as failures before but yet there they are.
8. Fear of rejection. acceptance and love of others. Provide npc’s and ways to encourage other players to accept and help one another may be the cure, part of these missions or encounters.
9. Fear of spiders. Easy one. The closer to real life spiders, the most fearsome inducing ones and most common, the better. Also fantastic looking and acting, mob spiders, the better.
10. Fear of commitment. npc’s that demand a lot. This is a tough one for a game context. But getting a player to commit more and more time. Committing more and more resources. Committing more and more social time to get past an obstacle.
Then maybe next article is how to overcome or mitigate these fears and how to translate them into a game. A few of the entries do provide solutions for the puzzles presented by the fears but are not fully made out. An achievement system for in-game obstacle and fear overcomes. The reward for getting past the above fears. Could get into some serious issues but how to layer money and fun on those in a game context and maybe help a player overcome the fears in real life as well as overcome them in the game.
I see most of my own fears as being overcome when I can discuss, get support, and reassurance from others about my fears. Also acting on my fears and facing them helps too. some from the pages of wiki-how, overcoming fears
http://www.wikihow.com/Overcome-Fear
1. Analyze your fear. Noting mob behaviors. Figuring out the puzzle of how best to fight a mob or get past it. Sidenote: maybe there should be unpassable mobs. or really, really, really hard mobs to overcome. Upping the analysis required would be a way to help with this one. More moving parts to think about, more difficulty in overcoming, but once achieved, nirvana. Completing missions having to think about how best or even how to complete the mission.
2. define the fears contours. This may mean figuring out what makes a monster tick. For a brief series of missions but plentiful missions, a series that’s easy to overcome. Then further series with greater rewards but increasing difficulty to overcome more fears. I can see maybe 3-4 levels of fear working in a game. Missions are easy in that they have a beginning and an end which is what defining the contours is about.
3. imagine the outcome you desire. for Moria the outcomes include getting loot, defeating a tough monster, defeating a tough puzzle, completing a mission, bragging rights, in-game respect and more fun to be had for the experience.
4. change the way you think about fear. well, I’ve certainly done that writing this blog post. Making the fear a source of fascination. Isn’t this what brings people to Lovecraft anyway? Horror movies and scary things in general. Then the relief that the fear is not so big and bad. The situation not so impossible or defeating. Overcome and rise by thinking and talking about each aspect of the fear. Then letting the fear in, having it pass through the psyche, and be at one with the love in the world.
article that I jumped off of along with other influences today:
http://lovecraftzine.com/2014/02/06/a-new-lovecraftian-mmorpg-massively-multiplayer-online-role-playing-game/