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Horror Games

Interactive dread

Horror games evolved from text adventures through survival horror to streaming phenomena, using interactivity's unique properties to create fear that passive media cannot match.

pcPlayStationplaystation-2playstation-3playstation-4xbox-360xbox-one genreculturestreaming 1982–present

Overview

Fear you control. Horror games exploit interactivity’s unique capacity for dread—unlike films where audiences watch victims make poor decisions, games make players responsible for their own survival. The genre evolved through distinct eras: text adventure tension, survival horror’s resource management, psychological horror’s sanity systems, and streaming culture’s communal screaming. Each generation found new ways to weaponise player vulnerability.

Fast facts

  • Text era: Haunted House (1982).
  • Survival horror: Resident Evil (1996).
  • Psychological: Silent Hill (1999).
  • Streaming era: Amnesia (2010).

Genre evolution

EraCharacteristics
Text/earlyAtmosphere through description
Survival horrorResource scarcity, tank controls
PsychologicalMind as battleground
First-personVulnerability maximised

Survival horror template

ElementFunction
Limited savesProgress tension
Scarce ammoCombat avoidance
Puzzle gatesPacing control
Fixed camerasControlled fear

Psychological horror

TechniqueImplementation
Unreliable realitySilent Hill fog
Personal demonsCharacter psychology
Sanity systemsMental deterioration
Ambiguous threatUncertainty

Streaming phenomenon

FactorImpact
Reaction contentYouTube/Twitch growth
Shared experienceCommunity bonding
Indie viabilityLow-budget success
Let’s Play cultureMarketing through fear

Design principles

ApproachEffect
VulnerabilityPlayer powerlessness
AnticipationDread over shock
Audio designUnseen threats
PacingTension and release

See also