Seeing the Game

One point that really stuck with me from this article is the idea about hypermediacy. Transforming the viewpoint and visual structure in which a story is shown and told really transforms how it is perceived. For example, look at 5 Nights at Freddy’s. The player controls their own viewpoint the entire time. They start in an office and they read a note telling them to keep an eye on the animatronics because strange things happen at night. Creepy, the player is already nervous. To add on to this nervousness it is also very dark and the game is entirely first person. The player can rotate between different rooms by selecting various security cameras in those rooms. When they are viewing a room any animatronic in said room is unable to move. When the player isn’t watching they are slowly progressing towards the player’s office. Once they reach the office the player can use some of his/her’s limited power supply to light up the hallways on either side of them to check for the monsters, and if the monster is there they can use even more power to shut the door temporarily on them.

Here is a video of someone playing the game, a little corny but it gets the point of the game across well. This forced perspective and constant feeling of uneasiness is a classic horror trope. Videogames allow this trope to be expanded upon though because they give control back to the player. No longer can you yell at the TV for the clueless horror victim to, “JUST TURN AROUND!” because now you are that clueless horror victim. As mentioned in the article and as seen in the game survival aspects make your experience harder. Having unlimited power would make it so the doors could always be shut around you and the threat therefore non-existant. This would ruin the suspense and take away from the constant sense of impending animatronic fluffy animal doom that the player is suppose to feel.

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