Case Study : Silent Hills P.T.
In De Jongs “The hows and whys of level design” he talks about the various elements that go into making games and how they are successful, but one of his quotes on presence perfectly describes how the industry achieves it - “Creating a world that lives and breathes through the use of level design in all its aspect” (P122, De Jong 2006). One game that proved itself worthy in showing presence within its gameplay is none other than the PS4 demo of P.T. Silent Hills. Although it is only a short play through it shows all the necessary factors which are involved in presence through its immersion pipeline, that being ( style, story, sound, lighting....) in which every element is clearly shown, not particularly through the characters eyes but in the environment itself. The Story element is hinted heavily in this game but is shown mostly through the radio reports and and telephone calls as you progress through this L shaped hallway which continues an endless loop giving you hints as to what happened to the deceased family of the house. As Dave Smith puts it, “Offering variety without any real overarching plot, the game would deprive players of knowledge about the creepy events that are happening around them, in the same way that “P.T.” forces you to piece together the plot puzzle one little clue at a time.”(Dave Smith 2014) e.g.(telling the story through hints, but the player having to piece it all together as they progress). The one thing that emulates a strong sense of presence in the silent hills demo is the ever unnerving realistic ambient music/ sounds which some quietly loop in the background rising the players anxiety levels creating a tension but still giving the feeling that it is coming from the house, an example of this would be the constant screeching in the background which is fairly subtle, but still noticeable and the swaying of the ceiling light. When it comes to the visual style of the game, the environments are generally kept to the same subtle, but generally grimy looks of the series/ franchise, but this title has a more realistic look to it, and also the immersion isn’t broken by its lighting but rather is enhanced by it, and adds to the whole horror feel .
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