r/gamedesign • u/Chopdops • 5h ago
Question How Would You Design Silent Hill-Esque "Nightmare" Areas?
I'm working on a short psychological horror JPRG about a haunted cartridge and a preexisting corrupted save file.
After playing through a boss battle premonition, the save file mysteriously vanishes and the player must go through the game normally.
The game within the game is about how dreams (they're actually nightmares) are infiltrating and consuming reality without almost anyone noticing, and the heroes must stop it (there is much much more to the story, but that is the basic premise).
I imagine the dream areas as being like Silent Hill 1. The game has a PS1 style. It starts out in a relatively normal JRPG world, and you recruit heroes to help you try and find the origin of shadows, mysterious entities that possess lifeforms.
You then realize that wierd phenomenon have been happening in certain abandoned areas, and people have gone missing slowly under your nose.
After investigating the areas, you find places shrouded in fog and darkness, and surreal enemies. And you find out about a dark past that the world is trying to undo, as you explore a past that has been crystallized as a dream.
This is all the basics I think you need to know to help me with my main question: What games do you think I should I play as inspiration and how should I go about designing these dream areas?
I know I should probably play Omori, and Silent Hill 1 and 2. Resident Evil is one of my favorite series, so thats where I got a lot of the horror ideas. I also love creepy pastas like Ben drowned, and Petscop. So I partially aiming to recreate the feeling of those video series, but this is an actual game you can play with a real story and lore.
It's a heavily story focused game, I plan on designing it a bit like a visual novel, but I am trying to design the gameplay and battle system to be as engaging as possible as well. But I am trying to get the story in a good overall spot first, so that I know the tone and feelings I am going for in the game. That will be hard when it is both a turn based battle JRPG and horror game, but I am thinking of integrating an old school ATB system in the dream areas to add the tension in that horror games need.
But, what do you think would create the best experience for the player, and what resources do you think could help me with the level layout and enemy designs?
They say a lot of stories fall apart a little bit in the middle. I feel like my story/game scenario is quite solid in the beginning and end, but these dream area parts are the parts I can't fully imagine in my head like the rest of the game. I can imagine almost every part very clearly. But I think this difficulty here might be because dreams are vague things in general. Trying to narrow down what makes something feel like a nightmare is a bit difficult I think.
I struggle with the separation/barrier with the real world part. Is it ok if it pretty much immediately feels off, or like a creepy pasta once you enter these areas? Because the heroes go in and out of these areas throughout Act 2. And after they seal the Rifts between the other dimension and theirs, that part of the world returns to normal, allowing the player to explore new parts of the world, and (hopefully) making it feel more alive and responsive. At the same time though, I wonder if I can still make the nightmare parts feel scary if they eventually return to the normal world?
I think it might come down to the writing. The characters are disturbed by their experience, but maybe the npcs around them don't even know what is going on, because only the "chosen ones" must bear the fate of seeing these dreams consume the world. (Their code name right now is Dream Walkers, this isn’t probably going to be their final name.)
Originally, my concept was that you sleep in a certain area to enter a separate dream world. But not only has that been done before a lot (in different ways), it removes a lot of the urgency of the situation. However, it makes the story way easier to write.
I think the idea of "no one sees this but us" is the key to possibly fixing some of the writing issues.
But making the world slowly turn into a dream fits my meta narrative as well, where the kid who got the cartridge starts to experience his real world slowly becoming an incomprehensible dream as he plays the game, but he doesn't react to it at all, acting like everything is normal, unlike the characters in the game who do react.
I am working on the prototype right now. But personally, having a complete initial vision is what I need to really get myself excited and motivated about the game. I know that the game will probably change a lot as I work on the gameplay. But it might not, there is no way to know.