Creepy, atmospheric ideas

RevivedShadowRevivedShadow Australia Join Date: 2015-07-28 Member: 206468Members
Once way to scare someone in a game is to show them something they don't understand. What if you enter your Seabase and find that, for example, there is a big hole in the wall and some other modules are damaged by... something... or what if you actually got a glimpse of that creature, but it disappeared quickly. Maybe it wanted something or had corrupted your tech? What if your PDA randomly glitches out for a few seconds and the narrator says something strange?... What if the lights of your sea base flickered off for ten or so seconds and when they come back on you find that only one thing has changed: most of your fish in your large aquarium have been killed? What if you see a creature watching you from a distance, but it disappears when ever you get close. In this example that creature could be the Warper; an intelligent creature that can teleport (view its model here: https://sketchfab.com/models/06a45ef7c09d43e389b8b4705f9e5b9e). Also this would be mid-late game.

Small events like this would give the player a feeling of insecurity. You would never thing your safe, though in a second play through it wouldn't work so well. This would benefit the game greatly and make the player feel that they really are alone on an alien planet. It would also add a level of difficulty that many people want. I understand that this would be hard to implement in the game, and I don't expect stuff like this coming in to the game at a complex level. But hey, I can dream.

Comments

  • RainstormRainstorm Montreal (Quebec) Join Date: 2015-12-15 Member: 210003Members
    lol thatd be creepy as hell indeed! i also dont think theyll implement something like that, but id find it cool :D
  • R2T9R2T9 United States Join Date: 2016-01-03 Member: 210867Members
    I think that might transform Subnautica into a horror exploration game. Then I definitely wouldn't play it.
  • RevivedShadowRevivedShadow Australia Join Date: 2015-07-28 Member: 206468Members
    R2T9 wrote: »
    I think that might transform Subnautica into a horror exploration game. Then I definitely wouldn't play it.

    Lol
  • ChaosKnight626ChaosKnight626 Minnesota Join Date: 2015-08-05 Member: 206783Members
    R2T9 wrote: »
    I think that might transform Subnautica into a horror exploration game. Then I definitely wouldn't play it.

    Excuse me but we have Crabsnakes, Shockers, Reaper Leviathans, Emperor Leviathans coming, etc. I think we're already into survival horror here
  • SporkWitchSporkWitch Rochester, NY, USA Join Date: 2016-01-11 Member: 211254Members
    There's a difference between monsters in the wild and a base invasion. I could see something like the seamoth perimeter defense zap to ward off leviathan attacks, but what's described here doesn't really fit the tone.
  • RevivedShadowRevivedShadow Australia Join Date: 2015-07-28 Member: 206468Members
    SporkWitch wrote: »
    There's a difference between monsters in the wild and a base invasion. I could see something like the seamoth perimeter defense zap to ward off leviathan attacks, but what's described here doesn't really fit the tone.

    I'm not talking combat. I don't want lethal weapons in the game. But this is more like story events that can't be prevented but don't happen often, maybe even only once. I think you think I'm talking about full scale deference battles, which I'm not. Besides, this is just an example.
  • SporkWitchSporkWitch Rochester, NY, USA Join Date: 2016-01-11 Member: 211254Members
    edited January 2016
    I get it's an example, but I can only speak to the example given. You're setting up something out of The Thing, and such types of things necessitate an ability to investigate and address them, which in this case means converting the air bladder to squirt hydrochloric acid and strapping extra power cells to the propulsion gun to turn its victim to paste when it hits a wall.

    Maybe your example was just poor for what you meant to suggest.

    There is potential to add more variety and an element of randomness, though. An error with the pda might be a good one, and require you to dig around the Aurora wreckage for a replacement. The new hull integrity system mentioned on the trello sounds like it might allow for small leaks to occur naturally over time and require regular maintenance of seabases.

    There's room to play within the scope and context of what they seem to be going for with this game. Cool as your example is (and it is really cool!) it doesn't suit this game. Totally would work for another, or even a spinoff of this one. This is the team that made Natural Selection, after all, would be cool to see another mode like this in the FAR future, after the game is solidly established in gold master 1.0 form.

    (Edit: typo)
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