Simulating suppression and fear of death in vidya (2024)

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Posted on by PrepHole Contributor

Simulating suppression and fear of death in vidya (2)

Hey /k/. I was wondering if I should ask this on PrepHole, but then figured you helped other vidya devs out in the past and are more knowledgeable in this matter.
One of the gripes I have with "realistic" video games is that players have no fear of death. So, it cannot really constitute as a realistic video game if the player themselves are being "unrealistic", especially so in PvP situations.
For example, suppressive fire is generally considered a bad move because the opponent can pinpoint where you are, pop out, snipe, and hide back in. When in reality, volume of fire in the general direction serves as the backbone of infantry firefights. Lmitations of a video games such as peeker's advantage and latency play a role here, it also has to do with the fact that the players lack fear of death.
No one in their right mind would pop out of cover when there are invisible consecutive five round bursts zipping over their head IRL, even if they the exact location of the shooter. Normally one would ask their buddies to flank, wait till reload, crawl out, or chuck a grenade.
Many video games attempted to alleviate this issue by various means. Player's screen blacking out, menacing "zipping" sound, shaky aim, so on and so forth. These are however more or less game mechanics forcibly exerted onto the players, instead of them reacting to the situation; that is, people do not feel being shot at. The system forces the situation.
Which is a bad game design, albeit a necessary evil.
This is why I feel a bit at a loss here. There are video games capable of creating genuine fear. Alien: Isolation and Subnautica, where players technically have no way of killing the opponents. Or, Escape from Tarkov or Eve: Online where people lose rewards and progress if they die.
I *think* the key here is risk vs reward, but if there are better methods of simulate suppression and fear of death, I would very much like to hear it.
Thanks.

  1. 1 week ago

    Reply

    Anonymous

    put electrodes on players nuts and nipples that are controlled by the game

    • 1 week ago

      Reply

      Anonymous

      Add USB controlled prostate massager and we get average /jp/ setup

      • 1 week ago

        Reply

        Anonymous

        People can't even afford mics in 2024.

        >There are video games capable of creating genuine fear. Alien: Isolation
        Alien Isolation is fun but I wouldn't call it frightening unless you don't have prior experience with survival horror games. I quickly picked up that the fear was removed because throwing a noise maker and sprinting to the other room was much more effective than sneaking around cautiously only to walk into the xeno accidently.

        I mean, being experienced is a factor, and I would not call that unrealistic or unreasonable. You have no fear if you are sure of what you are doing.

        https://lulz.org/cdn/20b50f67127b544c4fcd3797156cd087.jpg

        Semi serious answer based on vidya experience from 2 decades.

        You can't punish player with tedious things like walking to obj or long respawn. This will drive your customers away.
        No, just because you're autist doesn't mean everyone likes it. I live for that 20min dopamine rush between rounds. If my fried boomer mind wants to focus, I'll go play strategy games or do some (e)RP

        What works:
        Visual cues like bluring, shaking, making screen go dark.
        Slowing players movement during suppression so they can't go John Wick and solo entire bunker with pencil.
        Make their aim wobble. Can't aim, can't snipe.

        Arma, PR, Squad did those above to some extent

        I agree about your take on punishment. But the debuff part is kinda no. If the player is experienced and aims true both in game and hypothetically IRL, I shouldn't punish him and make him lose when he could have won.
        Just aiming to make an environment where people think twice before peeking. Even in R6 people peek or make needless sounds then get headshotted and it's a very short game that lasts a few minutes due to high lethality and small map.
        They won't if they have any sense of self-preservation.

        https://lulz.org/cdn/d774103c5ceb7b4957b9e33052903669.jpg

        In order for player to feel fear in your game means to make them invest in their character a little bit more.
        Gated communities of Arma2/3 that do weekly launches of 100vs100 without respawns do not have to simulate anything - if you die next attempt is 7 days from now.
        Another example would be something like Tarkov where game uses player's obtained equipment as some sort of invesment, akin to gamble - you took your time to get all that gucchi gear assembled and when sh*t hits the fan most of the players actually feel something akin to real fear of death.
        With all that said, even the most extreme methods to try to instill some sort of self preservation mechanism in players in relation to their character will go away the more experienced they get with the game, let alone more subtle variations of this.

        TLDR: Yes you can instill REAL fear for their own lives into players using game mechanics, just not for too long.

        >Character investment
        That works too. Gear fear is real. And customization leads to immersion.

        • 1 week ago

          Reply

          Anonymous

          https://lulz.org/cdn/d774103c5ceb7b4957b9e33052903669.jpg

          In order for player to feel fear in your game means to make them invest in their character a little bit more.
          Gated communities of Arma2/3 that do weekly launches of 100vs100 without respawns do not have to simulate anything - if you die next attempt is 7 days from now.
          Another example would be something like Tarkov where game uses player's obtained equipment as some sort of invesment, akin to gamble - you took your time to get all that gucchi gear assembled and when sh*t hits the fan most of the players actually feel something akin to real fear of death.
          With all that said, even the most extreme methods to try to instill some sort of self preservation mechanism in players in relation to their character will go away the more experienced they get with the game, let alone more subtle variations of this.

          TLDR: Yes you can instill REAL fear for their own lives into players using game mechanics, just not for too long.

          >Die and lose all your gear
          I ended up just doing rat runs EFT and never using my gucci sh*t ever. I quit the game because it was too stressful to play.

      • 1 week ago

        Reply

        Anonymous

        lel

        Red Orchestra/Rising Storm impedes your accuracy and vision with suppression, but for a real-life suppression effect I'd say the very early days of the Battle Royal craze had this to an extent.

        One of the first examples was an ARMA 3 mod that required you to join an extremely janky browser-based server list, then sit around waiting for enough people to join to begin the game. It was not uncommon to have to wait nearly an hour to get in a game, knowing that a single mistake once the game began could end it all in an instant. When you got lit up, diving for cover wasn't a tactic, it was instinct

        This. But obviously things like that are not going to be implemented by companies that want to generate profit.

    • 1 week ago

      Reply

      Anonymous

      Was going to suggest this, connected from the controller.
      >connect balls to continue...

    • 1 week ago

      Reply

      Anonymous

      Was going to suggest this, connected from the controller.
      >connect balls to continue...

      Literally https://youtu.be/vUc4GkMN1qs?si=IwVdvG0fJUaBVG00

  2. 1 week ago

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    Anonymous

    long/no respawn times

  3. 1 week ago

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    Anonymous

    The best way is to make the walk from respawn long so you will think another time before popping out of cover.

    • 1 week ago

      Reply

      Anonymous

      >The best way is to make the walk from respawn long
      As far as military style games, this just makes for a boring and frustrating experience and especially when it's PVP. Other objective based team games get it right by having matches be so fast paced that dying, waiting a few seconds to respawn and then taking another few seconds to run back hinders your team dramatically so the travel time still creates the feeling your character's life has too much value to through away without relying on a very long run. IMO that style of gameplay doesn't fit well with mil shooters and the one life per round rule is king such as in RS6 or CS.

    • 1 week ago

      Reply

      Anonymous

      https://lulz.org/cdn/d774103c5ceb7b4957b9e33052903669.jpg

      In order for player to feel fear in your game means to make them invest in their character a little bit more.
      Gated communities of Arma2/3 that do weekly launches of 100vs100 without respawns do not have to simulate anything - if you die next attempt is 7 days from now.
      Another example would be something like Tarkov where game uses player's obtained equipment as some sort of invesment, akin to gamble - you took your time to get all that gucchi gear assembled and when sh*t hits the fan most of the players actually feel something akin to real fear of death.
      With all that said, even the most extreme methods to try to instill some sort of self preservation mechanism in players in relation to their character will go away the more experienced they get with the game, let alone more subtle variations of this.

      TLDR: Yes you can instill REAL fear for their own lives into players using game mechanics, just not for too long.

      No respawns, no long walking. This is unironically what I think is the best part of Escape From Tarkov, an otherwise terrible and fricked game.
      If someone is killed, they're out of the game. That's it. Catch a bullet and it's over. You can immediately join another game and have a fight within a minute of joining one, meaning you don't get overly bored playing it but if you die, but everything in that specific instance of game is beyond your reach. If you were in squad, now your buddies are alone. If you had millions on you, you no longer have any way to get them back.
      Honestly, it's incredibly relaxing to me. In Tarkov when I die I just shrug and go again, but every other sh*tty game with respawns makes me just throw myself at the problem with respawns trying to fix my mistakes and is so fricking infuriating. Even in Dayz if I die deep inland you sure as frick know I'm going to waste next few hours trying to get back at my killer somehow.
      That being said I heard that they added squad respawns in the 500 USD version in Tarkov now, so I suppose it's good I stopped playing it before that became a thing.

  4. 1 week ago

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    Anonymous

    Some horror games like Amnesia punish the player by having limited save slots, no checkpoints or just not having save slots at all, the problem is that eventually all this accomplish is pissing off the player and becomes more of a burden.

    • 1 week ago

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      Anonymous

      >all this accomplish is pissing off the player and becomes more of a burden.
      Exactly. If the game is so punitive, the players are annoyed instead of reflecting back on their mistakes.
      And it needs a compelling and good game design to put people through such grinds.

      https://lulz.org/cdn/244af57f3ddb83135ef87807e307a346.jpg

      >One of the gripes I have with "realistic" video games is that players have no fear of death ... especially so in PvP situations
      There are some games that try to include psychological factors, notably the Close Combat series. I always liked those games. Your soldiers will freak out and break down. But yes, it's very difficult in PvP shooters where everybody is the equivalent of a suicidal jihadist on captagon pills. The one exception I've seen was playing in a private ArmA community (ShackTac) where we'd play several scenarios over the course of a Saturday and you'd be out of the game for the next hour if you died and until the scenario was over. There was no respawn. First contact was a "scary" situation because you could die in a flash, and if you did, you'd be in spectator mode for awhile.

      >The one exception I've seen...
      That is actually very cool but hardcore. So you basically create a controlled and punishing role play environment where players must follow very restrictive rules, and their weekend plan is at stake so they strive to play better.

      The best way is to make the walk from respawn long so you will think another time before popping out of cover.

      Battlefield series used to do this. Their "spiritual successors" like Squad and Hell Let Loose also do this. The problem with this is shared with one the other anon said: it gets annoying so they add things like forward outposts, squad leader respawns, and capture point respawn, because no one really wants to run logis all day or walk around only to be shot at then repeat the process.

      • 1 week ago

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        Anonymous

        >because no one really wants to run logis all day or walk around only to be shot at then repeat the process.
        Some people do, but yeah it's a very small percentage of the gaming population so as a game gets bigger it becomes more casual. Battlebit is a great example of this, the original release night battles were great. You couldn't see sh*t, snipers were terrifying, the lighting was great, the city maps were horrifying to get through, it was really fun and difficult. People got annoyed about not being able to 360 noscope with vectors and the devs gradually made the game casualized as frick. Funniest part was people seeing what marksmen can do in any open environment (hint: kill you at 600 meters) and whining about it.

      • 1 week ago

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        Anonymous

        >That is actually very cool but hardcore.
        Yeah it was a little too much for me. I couldn't keep up the schedule, but it was a different kind of gaming and I still watch videos that community makes:

        That's a typical scenario but if he dies, he's dead. They're still doing it, and if it was like when I was playing with them, they'd do several scenarios starting in the morning and wrapping up late afternoon, early evening.

        >So you basically create a controlled and punishing role play environment where players must follow very restrictive rules, and their weekend plan is at stake so they strive to play better.
        You played as part of a team and followed orders. It was definitely highly structured but it wasn't... too structured. They still wanted it to be fun and that you're playing a game and not literally trying to be a combat unit in the military, and they maintained a healthy, non-toxic, positive atmosphere as well without the try-hard LARPing that you see online sometimes where someone is just yelling at you to the point of being abusive (I saw that in Project Reality a lot). If someone ever did yell at you, it was because the situation was completely going to hell and everybody was dying so it was like "frick!!! shoot it!!!"

    • 1 week ago

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      Anonymous

      Amnesia has checkpoints, you dumb Black person hom*osexual. And in fact half the monster encounters, if you die, you just get set to a checkpoint AFTER the encounter.

  5. 1 week ago

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    Anonymous

    have a nice day in the same spot you got shot in the game

  6. 1 week ago

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    Anonymous

    Simulating suppression and fear of death in vidya (6)

    >One of the gripes I have with "realistic" video games is that players have no fear of death ... especially so in PvP situations
    There are some games that try to include psychological factors, notably the Close Combat series. I always liked those games. Your soldiers will freak out and break down. But yes, it's very difficult in PvP shooters where everybody is the equivalent of a suicidal jihadist on captagon pills. The one exception I've seen was playing in a private ArmA community (ShackTac) where we'd play several scenarios over the course of a Saturday and you'd be out of the game for the next hour if you died and until the scenario was over. There was no respawn. First contact was a "scary" situation because you could die in a flash, and if you did, you'd be in spectator mode for awhile.

    • 1 week ago

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      Anonymous

      Sitting holding an angle for 20 full minutes on QuickClash only for ACE to randomly jam my gun on the first shot the moment Dslyecxi popped into view honestly had me screaming into a pillow and ragequitting for the rest of the night.

      • 1 week ago

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        Anonymous

        >Dslyecxi
        Yeah if you don't get the first shot on him you're toast. I think I managed to kill him once. Everyone else had to stick to the plan, but because it's his gaming clan, he could run off by himself on some crazy single-man ambush plan and nobody could tell him no, and I caught him moving into an ambush and popped him.

  7. 1 week ago

    Reply

    Anonymous

    Red Orchestra/Rising Storm impedes your accuracy and vision with suppression, but for a real-life suppression effect I'd say the very early days of the Battle Royal craze had this to an extent.

    One of the first examples was an ARMA 3 mod that required you to join an extremely janky browser-based server list, then sit around waiting for enough people to join to begin the game. It was not uncommon to have to wait nearly an hour to get in a game, knowing that a single mistake once the game began could end it all in an instant. When you got lit up, diving for cover wasn't a tactic, it was instinct

  8. 1 week ago

    Reply

    Anonymous

    >There are video games capable of creating genuine fear. Alien: Isolation
    Alien Isolation is fun but I wouldn't call it frightening unless you don't have prior experience with survival horror games. I quickly picked up that the fear was removed because throwing a noise maker and sprinting to the other room was much more effective than sneaking around cautiously only to walk into the xeno accidently.

  9. 1 week ago

    Reply

    Anonymous

    Simulating suppression and fear of death in vidya (7)

    Semi serious answer based on vidya experience from 2 decades.

    You can't punish player with tedious things like walking to obj or long respawn. This will drive your customers away.
    No, just because you're autist doesn't mean everyone likes it. I live for that 20min dopamine rush between rounds. If my fried boomer mind wants to focus, I'll go play strategy games or do some (e)RP

    What works:
    Visual cues like bluring, shaking, making screen go dark.
    Slowing players movement during suppression so they can't go John Wick and solo entire bunker with pencil.
    Make their aim wobble. Can't aim, can't snipe.

    Arma, PR, Squad did those above to some extent

    • 1 week ago

      Reply

      Anonymous

      Simulating suppression and fear of death in vidya (8)

      this anon is 100% correct although i'll add 1 more detail which he didnt cover. Audio plays a massive role in this too, most games don't capture the sound of a supersonic crack correctly or neuter it. A player under fire with these visual effects + LOUD bullet crack will make even the most moronic COD hom*osexuals not peek.

      >Verification not required.

  10. 1 week ago

    Reply

    Anonymous

    Simulating suppression and fear of death in vidya (9)

    In order for player to feel fear in your game means to make them invest in their character a little bit more.
    Gated communities of Arma2/3 that do weekly launches of 100vs100 without respawns do not have to simulate anything - if you die next attempt is 7 days from now.
    Another example would be something like Tarkov where game uses player's obtained equipment as some sort of invesment, akin to gamble - you took your time to get all that gucchi gear assembled and when sh*t hits the fan most of the players actually feel something akin to real fear of death.
    With all that said, even the most extreme methods to try to instill some sort of self preservation mechanism in players in relation to their character will go away the more experienced they get with the game, let alone more subtle variations of this.

    TLDR: Yes you can instill REAL fear for their own lives into players using game mechanics, just not for too long.

    • 1 week ago

      Reply

      Anonymous

      >you took your time to get all that gucchi gear assembled and when sh*t hits the fan most of the players actually feel something akin to real fear of death.
      I think this is great. Especially for new gamers, <100h in, it's real scary and often you'd rather just run away as fast as you can if you see/hear a scary guy with a big gun close by.

      • 1 week ago

        Reply

        Anonymous

        The feeling you get when you still alive but you know you're fricked in that game is unique and thrilling, i give them that.
        Once you get to know how to game the economy and such the fear over your equipment dies out. I personally stopped feeling that after second-third wipe.
        Still, while it lasted it was great to experience.

  11. 1 week ago

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    Anonymous

    Just play Dayz. sh*t's scary af

    • 1 week ago

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      Anonymous

      Agreed. That game made my heart pump like no other and waiting in a building to cap some moronic scavver was a great feeling

  12. 1 week ago

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    Anonymous

    I think Ready or Not does it fairly well. Since there are no saves and if you fail a mission then you gotta do it all over. Ironman mode as extra is even better pressure to make you understand that death means losing everything, every close encounter where you get suppressed suddenly feels life threatening

  13. 1 week ago

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    Anonymous

    Simulating suppression and fear of death in vidya (10)

    If you want to avoid the screen blurring sh*t, based on my experiences with ARMA 3 I think that having a punishing, but not necessarily deadly health system is the way to go.
    For example in arma 3 with ACE, shots to the limbs mean that you are severily impaired and must take a few seconds to heal, depending on the settings, getting shot in the head or body won't instantly kill you either, but you impair or make you go unconscious until you receive treatment from a medic, imo instadeath is not ideal because it takes the player away from the experience, but a punishing health system will condition players to take cover because they don't want to deal with the immediate annoying consequences of getting hit.

    • 1 week ago

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      Anonymous

      Simulating suppression and fear of death in vidya (11)

      Honestly, try ArmA reforger or Arma III as this anon said

      Yesterday i had a situation in Arma reforger, there is this game mode called combat ops where you essentialy play as an insurgent going against occupying soviet force. Its a PvE experience, up to 8 players against AI on an island with generated objectives before extraction.

      I was attacking a position with 4 other guys. Forest position, trenches. The immersion was insane. The game is having a top notch graphics but what the guys at bohemia interactive did is amazing. I literally felt like that guy from 3rd assault brigade video in ukraine storming trenches. The audio, the visuals, the suppressive fire of the enemy, the yelling, the smoke, the explosions, bullets whizzing by, sh*t was awesome really and i was afraid of sticking head up from trench.

      Cant wait for arma 4 with modern stuff and scenario editor. Will rack up more than 2000 hours in it.

      • 1 week ago

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        Anonymous

        >game is still barebones
        >no tanks
        >no planes
        >no attack helis
        >already hundreds of mods
        I love those autists

      • 1 week ago

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        Anonymous

        >Cant wait for arma 4 with modern stuff and scenario editor.
        I would like to see a continuation of 2035 Arma because the setting is interesting and it would also be easier to mod older eras instead of trying to mod red dots in a game with only irons and scopes

    • Anonymous

      I'm more partial to that. I hate ace medica's 'black screen' when you go down. That just motivates me to alt tab out, and de-motivates people to even want to play with it. Ditto long return to action wait times. That's nice as an ideas guy thing but it's not going to make people want to play the game.

      I like your idea because it reminds me of my views of a horror game - if you have no means to fight back then it's avoidance scariness. If you have very limited, very weak ways to fight back, it emboldens you to do more than just be a rat but still has you scared.

      RO2/RS1-2 is the gold standard for me, along with arma. The latter for milsim proper, the former for pick up and go milsim light. I am more interested in a fun experience than jogging simulator.

      https://lulz.org/cdn/be4489f2e1f1fef4f055d0fda9f2f347.jpg

      this anon is 100% correct although i'll add 1 more detail which he didnt cover. Audio plays a massive role in this too, most games don't capture the sound of a supersonic crack correctly or neuter it. A player under fire with these visual effects + LOUD bullet crack will make even the most moronic COD hom*osexuals not peek.

      >Verification not required.

      Audio is an underappreciated dynamo in gameplay experience. I love Arma 3's SOG DLC. It's fantastic. My one complaint, or one of few complaints, is as much as I really appreciate their work the FAL has the most anemic, boring ass sound. When I use the meaty real fricking nato sound from free world arsenal all of a sudden I feel a lot more powerful.

  14. 1 week ago

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    Anonymous

    50% chance of one year ban whenever you "die" in-game; this percentage is adjusted for things like special equipment (death-resistance armor versus death-enhancing weapons) and "time since your last death" (oh, and "pay real world money not to be dead" premium features).

    Imagine if your character died in-game and stayed dead for the next 365 days... unless you paid a microtransaction via credit card of maybe $100 to "un-ice" your character early, based on such factors as time remaining until death period ends, character class & level, value of equipment (optional -- you can just opt to lose it all instead of paying), et cetera....

    Do it. Implement it.

  15. 1 week ago

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    Anonymous

    The games that simulate suppression the best are the ones that darken your view with a heavy vignette type of overlay, it usually pulses with a corresponding sound effect. This is then coupled with a stat modifier which will make your resting, moving, and aimed accuracy balloon to parkinsons level of marksmanship so you cant do what you described commonly happens where some 12yo nerd stands up under heavy mg fire and starts taking clean shots back.

    • 1 week ago

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      Anonymous

      Probably my favorite is Red Orchestra 2. They turn your vision monochrome in a game where team colors are gray and brown, leading to a lot of friendly fire due to people under fire failing to identify targets.

  16. 1 week ago

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    Anonymous

    Just play Tarkov. It will achieve this for you. Play badly enough and eventually you've:
    >Wasted all of your time not having fun
    >Lost all of your gear and are forced to use either nothing at all or scavenge off of dead bodies
    >Gain zero experience thus preventing you from advancing in the game
    >Still waited 20 minutes in queue each round before getting 1-tapped

    Tarkov is fun and great I highly recommend it

  17. 1 week ago

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    Anonymous

    There was a C-64 game back in the late '80s... I think it was text-based or perhaps text-with-primitive-graphics. I remember reading a review for it. The disk came with three characters loaded on it. If a character died... they got erased off the disk and you had to start over with a different character. If you ran out of characters, you had to do something crazy like make a long-distance call to talk to somebody at the publishing studio to get more "lives".

  18. 1 week ago

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    Anonymous

    Judging from your examples you already know how it is.

    The only way to make fear of death work is to punish players harshly for dying, make them really attached to their possessions. But that just makes the gameplay sh*tty (extraction shooters being the worst offender) except for very specific kind of niche hardcore games.

    But suppression effects, shellshock, etc. can be implemented easily in FPS games, just have a stacking effect that messes with player vision each time a bullet passes close by.
    Suppression *should* be done with game mechanics because you can't force fear of death without sacrificing gameplay fun. Also when it comes to genres that aren't first person immersive stuff, it's the only way to do it.

    • 1 week ago

      Reply

      Anonymous

      Also, something worth highlighting:

      TEDIUM != FEAR OF DEATH

      Making the player grind more, walk a long distance, etc. after death doesn't cut it. It quickly becomes nothing more than a tedious chore, no adrenaline rush involved in life or death situations.

  19. 1 week ago

    Reply

    Anonymous

    Audio, like a really loud crack might help. Blast the players ears louder than usual for like a second, and add an xp bonus for playing the super duper hardcore mod?

  20. 1 week ago

    Reply

    Anonymous

    I've found that one of the best ways to 'simulate' suppression is to just have more realistic squad sizes and engagement distances. If a dozen dudes with assault rifles, machineguns, and grenade launchers start unloading on your position from 1-200m away you should have a hard time even poking your head out to figure out where they are because of the hazardous amount of lead concentrated in the air, let alone taking the time to line up a 1337 quickscope. Effects and stuff can help, but it won't make up for a lack of actual (virtual) danger.

  21. 1 week ago

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    Anonymous

    The simplest way to do this would be to have a round say, take 24 hours, and if you die, you're done for the round, no takesises backsies.
    People will still do stupid sh*t but it'll make them alot more worried about dying.

  22. 1 week ago

    Reply

    Anonymous

    Red Orchestra 2 did this really really well back in the day. There was a powerful suppression mechanic. There was in redibke voice acting, characters crying for their mother's as they bleed out. There was a Pacific DLC that included banzai charges, get like 30 japs in a group, charge over the wall. Proximity voice is on so the enemy can hear you screaming "TENNO HEIKA! BANZAIIIIIIIIIIII" and they get hit with megasuppresion and can't aim for sh*t. Many a match has been won or lost on a 32 man banzai charge.

    The big problem with the game was the progression system, you get stronger as you gain experience, at max level you're immune to suppression. Its total bogus for a new player to join in and get sh*t on by someone who not only has been playing for years but also arbitrarily gets a more accurate, faster firing, larger magazine rifle with a bayonet that you don't get until you grind 50 hours. A level 50 with the BAR + foregrip sh*ts on any size banzai charge.

  23. 1 week ago

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    Anonymous

    Red Orchestra 2 style suppression is probs the way to go. I hate those mods/games that makes your screen strobe and blur whenever you get shot at or Squad where you can't even hit someone 50 infront of you if you get shot at. One thing I was testing in Reforger was giving the player a morale meter that when it hit zero would have the character be taken over by the AI set to retreat/hide. One thing that I think people overlook when talking about suppression is how it also effects static/ heavier weaponry. Currently in Reforger all tripod weaponry are effectively useless once you're spotted as you're just sitting duck. Same with open tops like the humvees which is one of the few things I like about the ICO squad update as it actually made them viable and heavier vics like the bradley truly terrifying like they should be.

  24. 1 week ago

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    Anonymous

    the entire point of vidya is that it's not real life and that it's a game with game mechanics. So artificially induced aim shake and all that crap are just fine. If you want realistic supression, go play real life war.
    Going off memory, insurgency sandstorm did suppression well. I don't think there was much of a gamey mechanic to it, but they really nailed down the sound effects. Very loud snaps of bullets passing, nearby impacts would make your character scream or cough from the dust, etc. The gamey mechanics are really only necessary when you're trying to add functionality to LMGs which in a semi realistic game are often straight up worse than an assault rifle (because if they had realistic recoil they'd just be straight up better)

    • 1 week ago

      Reply

      Anonymous

      also, if you're really obsessed with games that make you afraid to die in teh game, then hardcore classic WoW might be a good example.
      It's very easy to not die, but over time you'll lose focus and gain confidence and get yourself into situations you shouldn't be in, and apparently the rush people get when their 80 hour character might die is pretty nuts.
      Games like Tarkov are just sh*tty tedium simulators, but in classic wow hardcore your character's life was actually on the line, and the game was never designed for you to perma die. So it's about as close to simulating death in a vidya as you can get.

    • 1 week ago

      Reply

      Anonymous

      >the entire point of vidya is that it's not real life and that it's a game with game mechanics
      It's perfectly fine to want to play a less "milsim" game, I absolutely loved the original sandstorm. The thing is a lot of people try to create "realistic" wargames and they almost always fail due to the reason OP brought up. If I was to create 1:1 copies of armored vehicles, ATGMs, weapons e.t.c. it still would not create a realistic game because the players aren't afraid of dying.
      Like 99% of military tactics don't work against a completely fearless enemy and it's a lot of fun for certain types of nerds (me included) to play games where you can pin the enemy down with 50 caliber fire from 800m away and coordinate manually operated mortar strikes to take them out and send them back to the lobby.
      And it's sometimes just as fun being the one on the receiving end when you know a lot of people came together to take you out like that. Infinitely more fun than getting 360 no-scoped by some dude running and gunning

      • 1 week ago

        Reply

        Anonymous

        >And it's sometimes just as fun being the one on the receiving end when you know a lot of people came together to take you out like that
        This is why I love playing BMS actually. Getting forced down by a SAM battery suddenly turning its radar on and locking you then getting fricked by a Su-27 lobbing missiles from high altitude doesn't feel cheap or annoying, it feels legit and like you actually got outplayed by the AI. Most people see it as unfair though.

  25. 1 week ago

    Reply

    Anonymous

    Don't let players play for a certain time period if they're killed. Long enough that they'll wait around to be revived if they go down and actively try not to die but short enough that most players won't get an alt.
    Also getting shot at blurs your screen and makes it hard to aim.
    I think what you're looking for is squad 1 life events. Squad got a huge overhaul a couple months back which make it a lot more difficult to aim if you don't have full stamina or you're getting shot at. All the battlefield type players still seethe about how they get picked off by one dude in cover when they try to run and gun.
    Supressive fire actually works and makes players not peek out (not because of fear but because they can't aim when getting shot at). Bigger calibers cause more suppression and doesn't have to be as accurate.
    During 1 life events people actually try to stay alive, coordinate indirect fire using mortars and infantry actually supports the armor.
    Probably the most fun I've ever had in a video game.
    One issue with implementing things like this though is the dunning kruger idiots who'll see their character unable to fire accurately and go "I COULD SHOOT BETTER IN REAL LIFE!" (while the character in question has a 20mm autocannon's shots flying 3 feet from him). These same hom*osexuals will play in clans and use external tools to predict wherer the capture points will be and set up in advance and such.
    There's competative squad (what I just mentioned), there's casual squad (no communication, all arabs and ESLs running around aimlessly) and there's milsim squad. These arent actually different gamemodes, you'll just have to figure out which communities are which

  26. 1 week ago

    Reply

    Anonymous

    How about strategic stakes? Make the game a campaign that has multiple routes and different endings, and if you frick up one mission it moves your campaign toward worse endings and more fricked up scenarios. Each level could provide dynamic intel based off of past performance, and require the player to choose the approach to the objective, react to what he finds, and this determines how the end of the mission plays out. The player would play the whole squad as "lives", getting killed would bounce you to the soldier immediately behind and the first thing you see is you getting killed and then the game picks right back up. Each mission has a casualty threshhold for good/neutral/bad follow on missions. The more you frick up the harder it is to work your way back to the good canpaign track.
    The replayability would be high, and a perfect campaign would be the goal. The fear of death would be the desire for a better ending, and you could put standard features like aimpoint shake and screen blur in too.

  27. 1 week ago

    Reply

    Anonymous

    In terms of risk reward. Just eliminate squad spawns and sh*t so the farther the objectives are from the main base, the farther they have to walk. Making each life much more important.
    As for in game effects; the only game I've repeatedly have gotten PTSD from is the sound and screen effects when getting shot at in Project Reality. Each time you get shot at is like a fricking jumpscare with how loud it is.

  28. 1 week ago

    Reply

    Anonymous

    it's an unsolvable problem, risk/reward is the best suggestion but works only the first few times, then it stops generating an emotional response and people revert to minmaxing tactics, any gameplay punishment at this point becomes a tedious annoyance

    • 1 week ago

      Reply

      Anonymous

      >people revert to minmaxing tactics, any gameplay punishment at this point becomes a tedious annoyance
      Probably because in late game looter shooters, losses become very trivial.

  29. 1 week ago

    Reply

    Anonymous

    people don't fear death in vidya but they fear their npcs dying. Suppressive fire is used to cover a maneuver element, you make the players suppress to allow their NPCs to maneuver.
    Also in vidya you can usually see the enemy, suppressive fire is often used in places where the enemy is concealed. If the player can only suppress the enemy by shooting in places they "probably might be" instead of shooting at targets, it makes it a different experience
    of course to do this your enemy and friendly NPCs have to both be responsive to it.

  30. 1 week ago

    Reply

    Anonymous

    Do what Uplink does when you're getting traced: beep at the player (if you have that upgrade) and play some fricking crazy ass anxiety music to get them hyped.
    You could also make the player have like schizo hallucinations and more frantic movement and animations. I guess if you really, really want to make the experience sh*t, you could frick with post processing sh*t like contrast, and you could play the "frequency of fear" to mkultra the player into feeling uncomfortable as well as artificial tinnitus.
    Make medical actions for the player unforgiving and tedious. Imagine quick time events and daunting procedures for trying to stop bleeding that require supplies your character may or may not have. Bleeding could slowly or rapidly kill you and certain injuries could impair you severely.

  31. 1 week ago

    Reply

    Anonymous

    The mistake you're making is thinking that because suppression is caused by the fear of death that therefore you need to make the player fear death.

    It's a videogame. Give the player a "suppression meter" which fills when they're being shot at in a suppressive manner. When the meter is full, the player is "stunned" and the character goes prone and is paralyzed.

    The player can cause the meter to fill up more slowly by doing things which are realistic responses to suppression (crouching, taking cover, not shooting back). This gives the player flexibility to either try to minimize their suppression or do the risky thing and stand up and shoot back and try to be a hero at the cost of getting suppression-locked faster if they fail.

    Players are already used to the idea of getting stunned or stun-locked in videogames. You're thinking one step too close to the problem.

  32. 1 week ago

    Reply

    Anonymous

    Just make dying have repercussions, e.g. long/no respawn time at all, losing equipment, punishing the player by having them lose XP etc. Someone was actually making a multiplayer FPS where you get permanently banned if you die, meaning you can't even create a new character.

    https://www.pcgamer.com/one-life-is-a-multiplayer-fps-that-locks-you-out-forever-when-you-die/

  33. 1 week ago

    Reply

    Anonymous

    You get 1 life per account per week. If you die, you gotta wait a week to play account or buy the game on another steam account

  34. 1 week ago

    Reply

    Anonymous

    Same as life itself, it has to have an inherent value for a fear of its loss to be aroused.

    From a purely mechanical standpoint, the logical step would be to create a progression system relating to proficiency on various platforms and weapons dependent on use of said weapons and platforms (i.e. like how TES IV: handled skills) that is reset upon death.

    Granted, that is purely a baseline approach, a more comprehensive approach would be to add the minutiae and more mundane elements involved in a deployment.

    - Downtime (With benefits or downsides reflecting on the general mood of the player's character)
    - R&R (With benefits or downsides reflecting on the stress levels of the player's character)
    - PE (With benefits reflecting on the physical aptitude of the player's character)
    - Zeroing optics (With benefits or downsides reflecting on accuracy)
    - Receiving letters/e-mails/texts from home (Adding another layer of complexity and affecting morale and stress either positively or negatively)

    Elements that add a layer of humanity, complexity and personality to the player's character to the point its loss is felt, instead of merely inconvenient. Inconvenience drives anyone away from anything most of the time.

    At that point it would be closer to an RPG than an FPS though.

  35. 1 week ago

    Reply

    Anonymous

    Simulating suppression and fear of death in vidya (12)

    Best way to do it is to make guns fricking lethal
    if you're playing insurgency and there's an MG shooting tracers right above your head you won't wanna pop your head out because anyone of those rounds firing at 800+ RPM will insta kill you. I'd also say that making respawn times more lengthy could work too but this could have the adverse affect of making player's more frustrated

    It really depends on the game though. A game like battlefield, an arcade shooter with some "realism" elements absolutely sucks ass with suppression. 9 times out of 10 it ends up making a 1v1 situation one sided because the dude you're fighting happens to be using a DMR/sniper/LMG. However in BF4 I still duck my head when I see LMG tracers fly by because I can die in 3 hits and there's a good chance I'm already down a bit of HP. You could also limit the healing pool by restricting the ways you can heal yourself or how much health you can regen on your own. BFV had you only heal to half health and have to stop off and get a med pack to heal back to full

  36. 1 week ago

    Reply

    Anonymous

    When I tried playing Star Citizen, the thought constantly running through my head was "if I die it's going to take at least five minutes to respawn, rebuy all my gear, claim insurance on my ship and get back to where I died". It certainly simulates the fear of death but that actually makes combat extremely boring because it means nobody does combat unless they already have an overwhelming advantage.

  37. 1 week ago

    Reply

    Anonymous

    Rising Storm 2 solved it

  38. 1 week ago

    Reply

    Anonymous

    You can't. You've already identified that your only two choices are punishment with long/no respawn timers or a sh*t artificial game-mechanic. Another thing to note is that artificial games-mechanic supression is massively overtuned. By now, we've all seen hundreds videos of real-life random militia not giving a sh*t about bullets pinging overhead and around them as long as they're behind cover. They know, and game players know, if you're shooting for suppression you're less effective than patiently waiting for a head to pop out from that wall, and it's just an attempt at psychological warfare that does nothing else. Suppression like you see in the textbooks is about bringing massive overmatch in firepower. It only works if you are fighting low morale forces or have so much lead flying around it kills anybody not impressed by the firepower. Neither is going to happen often in a game, and when it does happen players do actually get suppressed.

    An average player (well, depends on the game) will not charge into a chokepoint if he's alone and the entire enemy team is unloading into it. How often will that happen? Well it depends. In some games killing yourself is simply faster than retreating, and you'll be wanting to rejoin the rest of your dead team anyway so you can respawn at the same time and place. Ironically these would be the games with long respawns and artificial suppression-mechanics like certain Battlefield games and its spiritual successors that try to create suppression and stop suicide tactics but instead create perverse incentives. Meanwhile in Counter Strike if you're alone because the guy in front of you goes through a door/corner and dies to a what sounds like half the enemy team you're going to stop or just go back and quickly try another route.

    The thing is though, you, players and game designers think suppression should happen between two equal forces and that's just stupid.

  39. 1 week ago

    Reply

    Anonymous

    >One of the gripes I have with "realistic" video games is that players have no fear of death.
    Lul. Nubs camping in rush games and bunching on the same corner like in them Syrian videos id direct consequences of players afraid of losing their game life and spoiling their k/d. It's already there, you don't need more.
    Did you ever played battfield? When players camp at the staging area before objective, then one rushes to objective, obviously dies and people in back still camping. If they rushed together they had chance to overrun objective with bodies, but no these pathetic cowards would be camping in the back because "muh k/d". "Enemy is shooting at us, no no no! I am afraid to go out into open space, I am literally going insane!!!!"

  40. 1 week ago

    Reply

    Anonymous

    Some twelve years ago I played an MMO called Haven & Hearth which was focused on base building and crafting. It had the gimmick that death was permanent. You had to make a new character if you died (or just switch to one of your alts I guess). It made trust among friends super important and meeting other players very tense. The way this was sorta balanced was that killing people left a "scent of murder" at the scene for a while, which people could use to track you down, and killing a murderer wasn't considered murder.

    I used to keep some Russian / Cyrillic text for use in the chat when meeting people. Russians were murdering scum, so it scared off many people, and tricked Russians into thinking you were one of them which was useful for killing them. You just had to be careful because some people (like me and other Poles) would generally try to kill Russians on sight.

    I think the game is still around but I stopped playing when they switched from a charmingly simple 2D style to absurdly awful 3D graphics.

  41. 1 week ago

    Reply

    Anonymous

    Well when I play stalker (anomaly) I have the fear of God put into me by how sh*tty the zone is, you look around 24/7 looking for hostiles. But otherwise the fear of God is put into me by way of how the fire fights work, since armour is so fragile.

  42. 1 week ago

    Reply

    Anonymous

    Great immersive audio is expensive and finnicky to implement. Visual cues are more effective. Desaturation should be subtle, not full monochrome. Zipping rounds could have exaggerated visibility of vapor trails if in a certain proximity. Dirt kicked up and spalling of ricochets would help. Specifically the sound of rounds on plates and sickening thuds of other players being hit nearby. Ear ringing subtle, not annoying-- rather, a global diminishment of ambient noise cues from environment.

    Grotesque persistence of wounded/KIA player bodies along with blood pooling/staining environment for the duration of the match is probably the simplest, combined with hard to look at gore/anatomical accuracy. Who needs destructible environments when your battle buddy can be stripped buck naked by a mortar round and thrown in two halves against a berm before your eyes along with this viscera splattered over everyone nearby.

  43. 1 week ago

    Reply

    Anonymous

    Games are meant for entertainment.
    You cant experience war in a war game.
    You also cant experience a real debate on an online forum, op, btw...

  44. 1 week ago

    Reply

    Anonymous

    Close Combat series did it.

  45. 1 week ago

    Reply

    Anonymous

    Mechanics wise I think it will be good to take the advice given here, desaturation of visuals, dust kicking up etc. especially the ones where that the more you get suppresed the more visible the enemy bullet trail gets. Gives you an idea where the fire is coming from. It would also be cool if ingame voice chat will more quiet apart from the leadership roles.
    I would solve it like that give each soldier a little bubble, if a bullet hits inside the bubble you get your suppresion resistance reduced. If squad, platoon leader, a medic, a player which got an in game distinction nearby you take less. which is a multiplicative factor (0,5*0,75 [...]). If you simulate the bubble that it doesn't extend past cover you'd also have a solid incentive to seek cover. If cover is to the left of you and the bullet hits the cover you get the suppresion damage *0,1 dealt to you. The bubble decreases in size the lower your position.

    From a gameplay flow I'd say make people wait for a wave. For example smallest size of reinforcement wave is a fireteam, all relative to total player amount.

Simulating suppression and fear of death in vidya (2024)

FAQs

What is exposure therapy for fear of death? ›

Exposure therapy: This type of therapy gradually exposes you to places, thoughts or situations that relate to death. You might start by writing about how you picture your own death or the death of a loved one.

What are the 4 fears of death? ›

Hoelter [7] proposed the following eight dimensions of death fear: (1) fear of the dying process, (2) fear of the dead, (3) fear of being destroyed, (4) fear for the death of significant others, (5) fear of the unknown, (6) fear of conscious death, (7) fear for body after death, and (8) fear of premature death.

How to combat a fear of death? ›

Overcoming Fear of Death: How to Treat Death Anxiety
  1. Exercise. Studies show exercise can help in the management of anxiety. ...
  2. Meditation. ...
  3. Talk Therapy and Support. ...
  4. Change Your Habits. ...
  5. Learn to Spot When You're Getting Anxious. ...
  6. Exposure Therapy. ...
  7. Seek Professional Support. ...
  8. Get Therapy.
Mar 24, 2022

What is the best therapy for fear of death? ›

Death anxiety can be looked at in different ways. It can be seen as an existential issue, an emotional issue, or the result of a particular understanding of death. All these factors can be relevant sometimes. Research studies indicate that cognitive behavioral therapy (CBT) is an effective treatment for death anxiety.

What is systematic desensitization for fear of death? ›

Systematic desensitization involves these steps: a patient ranks fearful situations from least to most anxiety-producing; the individual then uses relaxation techniques while imagining or facing the feared stimulus/situation; while being exposed to the feared situation the patient works on relaxing their body so they ...

What are the exposure ideas for death anxiety? ›

Given this, treatments for death anxiety should aim to gradually expose the client to reminders of death, and should be tailored to their own specific fears. For example, exposure therapy could involve imaginal exposure to the death of a loved one, or their funeral, or vividly imagining one's own death.

What is the root cause of the fear of death? ›

Particular triggers for thanatophobia could include an early traumatic event relating to almost dying or the death of a loved one. A person who has a severe illness may experience thanatophobia because they feel anxious about dying, though ill health is not necessary for someone to experience this anxiety.

How can I cure my fear of death naturally? ›

How is thanatophobia treated?
  • Talk therapy. Sharing what you experience with a therapist may help you better cope with your feelings. ...
  • Cognitive behavioral therapy. This type of treatment focuses on creating practical solutions to problems. ...
  • Relaxation techniques. ...
  • Medication.

How do you calm down thanatophobia? ›

If you struggle with fear of death specifically, there are several steps you can take to overcome your fear:
  1. Talk to a Professional. You should never face your fear of death alone. ...
  2. Take Control of Your Life. Don't let your fear control you. ...
  3. Find a Support System. ...
  4. Take Care of Yourself. ...
  5. Reflect on Your Life.

What is the coping mechanism for death anxiety? ›

Avoidance is the most popular coping strategy. However, sometimes the usual ways of coping create existential anxiety and steal from our quality of life. To maintain psychological equanimity, it is necessary to have an anxiety buffer system to keep death anxiety at bay (Routledge & Vess, 2019; Juhl, 2019).

How to challenge death anxiety? ›

Death anxiety can be treated with cognitive restructuring (i.e., challenging unhelpful assumptions about death and dying). Death anxiety can also be treated through exposure therapy (i.e., systematically exposing oneself to death-related concepts).

Can you get therapy for death anxiety? ›

If death anxiety stems from past losses or anticipatory grief, counselling can provide specialised support. Therapists trained in grief counselling can help individuals process their grief, manage complicated emotions, and develop healthy ways to honour and remember their loved ones.

What is exposure therapy for fear of fear? ›

In this form of therapy, psychologists create a safe environment in which to “expose” individuals to the things they fear and avoid. The exposure to the feared objects, activities or situations in a safe environment helps reduce fear and decrease avoidance.

What is an example of exposure therapy? ›

In vivo exposure therapy: “In vivo” means “in real life.” This type of therapy involves directly facing a thing, situation or activity you fear. For example, if you have a fear of heights (acrophobia), your therapist might have you safely walk across a bridge or look out a window of a tower.

Does exposure therapy work for emetophobia? ›

Exposure therapy is a way to reduce your fear by slowly reintroducing you to your triggers in a controlled setting. This reduces your anxiety and desensitizes you to the fear of vomiting over time.

How to work with death anxiety in therapy? ›

Mindfulness and Acceptance: Therapy often incorporates mindfulness practices that teach individuals to be present and accept their thoughts and feelings without judgment. By learning to live in the moment, individuals can reduce anxiety related to an uncertain future.

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