And YET those triple A titles from triple A development studios decided to ignore what works in SurvivalHorror to instead go after the CallOfDuty/action-shooter audience doing the very thing you said.
Yes, but as I said, that was just two franchises you pointed out, not the entire genre, and as I pointed out, sticking to an old formula wouldn't grantee the games would stay scary.
I gave you articles as proof saying those triple A development studios & triple A titles did just that.
Triple A isn't the only horror venue and the 4 games listed are not indicative of the entire genre. Restrictions wouldn't prevent any title from becoming an action game if the developer wanted to make their once horror game in to one, just look at DMC1.
2. And my point is i see that list as more of a suggestion of what works as SurvivalHorror for that individual who made the list.
I think that list is a compolation of any people's ideas of what qualifies or must be in a SurvHorr. I said it a few times, if these were suggestions I'd say there needs to be even more, since a lot of my favorite SurvHorr games fall within the bounds of these criteria, but these, I'm pretty sure are demands from people who want a certain degree of purity from the horror genre.
Even so ignoring that particular list doesn't mean development studios should ignore or focus on what works for the genre of SurvivalHorror in general.
It is not a restriction of wanting an expert in the field of SurvivalHorror to work on SurvivalHorror, & what restricts SurvivalHorror is when they decided to mimic another genre.
But they're not. A handful of AAA's who do it doesn't equate to the whole spectrum of horror games. Most horror games, even those made around the times of RE5-6/DS2-3 were very much horror and not shooters. These weren't exactly the only horror games around.
Why are you continuing to believe that using various horror elements & finding new horror elements for the field of SurvivalHorror only leads to repetition.
I don't and I didn't say that, I said that putting on restrictions on a genre and limiting what a developer may or may not do in their game restricts their ability to explore venues and that repeating a concept in horror will make desensitize people to that concept and render it useless. That does not mean I want those games to become shooters or action games or shooters.
How would say using racing simulation elements in ResidentEvil benefit SurvivalHorror when it doesn't bring fear or horror.
it doesn't. I don't advocate that, but like I said, no amount of suggested restrictions would keep a title from becoming an action game if the developer has their mind set on it. It's punishing the many for what the few are doing wrong. Following any number of restrictions, boundaries, or suggestions of gameplay, game design or camera work don't make the games horror, they only compliment, the horror is what makes it so.
Coincidentally I was watching a Podcast that brought up this subject. And the host made three guidelines to what he believed to made a great horror game.
#1 - An effective atmosphere. "A walk in the park on a sunny day isn't scary, even if you're being chased by zombies."
#2 - A vulnerable protagonist. "Because putting Rambo in a horror game might be funny, but not scary."
#3 - A reason to keep going. "Why does the guy at FNaF keep going back to the pizza joint...for 125 bucks?"
Like I said, just guidelines but I believe they are something to think about when you're making a horror game.
Yeah. See, I find these to be more reasonable suggestions for the actual horror than the previous one. Still, if you break from even these and you make it work I say go for it.
@Blackquill Got a link to this podcast by any chance?