this post was submitted on 07 Nov 2024
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I feel like the slower pace, while something I would definitely welcome, would be harder to sell to a broad multiplayer market, especially in the age of streaming.
I also think the multiplayer part can be a massive holdback. It can be hard to get a good scare when there's a bunch of you chatting and goofing the entire time. Takes a lot of tension out. So devs go with quick, punchy scares/disruptions.
multiplayer horror games like Lethal Company (and presumably Phasmophobia idk, haven't played it) are actually comedy games, not horror. there's no isolation to really let the "good horror" dread sink in, so instead the fun comes from having a laugh at everyone getting spooked
nothing wrong with that, it just makes them hard to market properly
You say that, but when we were playing, we had a couple of moments where we'd tell each other we'd quickly go upstairs to fetch something, then come back down, calling out to them only to discover them dead on the floor. Perfect horror beat right there, and something that could only work in a multiplayer context. The proximity chat really makes the experience
I think bringing down the intensity levels would make moments like that even more effective
that does sound pretty good, I will say when it works it does work well
I'm sure my perspective is colored by my friend group too