Once again, it is time to consider dread and wonder. Whereas last month
we
examined what made a dread
atmosphere or a wonder atmosphere, this month we will explore the other
way
you can bring those two thematic
elements to your game: moments.
Both dread and wonder have the capacity to leave long-lasting impression
upon those who experience them.
Falling back on Lord of The Rings and on Lovecraft's stories as I
have in part 1, it's easy to see the truth of the
matter when you consider, for instance, how Gimli his touched and
changed by
going through Lothlorien, or how
the characters in Lovecraft's tales are usually left not quite sane as
they
were.
This is why using just a moment of
dread or of wonder can shape the thematic feel of your game. The players
will most likely remember the scene
often, and make reference to it both in character and out of character.
Each
moment of dread/wonder your
players will come across will therefore heighten your theme.
Needless to say, however, the more you use, the harder using another
gets.
This brings us to something I have
stated last month: both dread and wonder work on the exact same
principle
and can therefore be brought forth
by the same technique.
Take a few seconds and consider what gears are at
work when you experience a
moment of wonder. Again, do the same thing for a moment of dread. After
examining each one, what unites
dread and wonder is fairly clear: surprise.
Both thematic elements, when taken as moments, imply the unexpected. If
you
take wonder, then let's put it this
way: things seem magical to you because they happen totally outside of
what
you thought possible and what you
were expecting. If you take dread, it's pretty much the same thing,
except
for the interpretation you make of it:
things happen that you would never have expected, and that means that
you
are screwed.
Now that this has been underlined, you probably understand why I wrote
this
installment in two parts and why I
took the time last month to explore dread and wonder atmospheres.
Indeed,
the technique presented in this
installment of thematic voyage is simply surprise; but the effect of
that
surprise on the side of low-key emotions
(and therefore what we are concerned with) is completely dependent on
how
dread prone or wonder prone your
setting is.
Consider the following example. Read it once by picturing yourself in a
wondrous setting. Take five seconds or
so, and then read it again with dreadful, dark setting in mind.
As you walk on in the moonlit woods, you hear an animal barking in
the
distance. The sound seems to come
from where you're heading. As you walk on, the barking seems closer,
stops
again. As there are no other ways,
you decide to continue. Suddenly, the barking starts again, this time
coming
from all around you. Drawing out
your weapon, you scan the ground quickly to see where the dog is, since
it
can't be everywhere. Suddenly, your
head rises up and you realize the source: about a dozen sparrows are
barking
in unison.
I don't know for you, but this scene could elicit two reactions in me.
If I
was in a fairly friendly fairie forest, I'd just
go "wow!" and smile. On the other hand, however, if I was in an horror
game,
barking sparrows would scare me
shitless, even if they're regular sparrows aside from that little fact.
As
stated, surprise is modulated by the
context.
Now, the only thing that remains is to consider how surprise works. We
all
know what surprise is and how to
evoke it at times, but doing it's autopsy helps being able to create
surprises on cue and ones that will most likely
work.
To this end, Ill have to introduce a concept from cognitive psychology
that
proves most useful in understanding
players (and people in general too). Humans have a limited attention
span
and cognitive potential: we are
unable to pay attention to every single detail in our environment just
as we
are incapable of evaluating every
possibility that holds every single moment. It is simply beyond our
bounds.
Therefore, we tend to use cognitive
schemas: scenarios of what occurs in a given situation. They are, of
course,
based on our past experience.
If we go back to the barking sparrows, what is the source of the
surprise,
then? Simply enough, as we hear that
an animal is barking in the distance, we think "a dog is barking in the
distance". Repeating the fact that barking
occurs only strengthens the belief that you will eventually come across
a
dog if you walk in the direction of the
barking.
Thus, as it because clear that the sparrows are barking, you are taken
aback
because this event falls so far
outside the scope of your usual schema that you find yourself forced to
analyze the situation in full. And if the
atmosphere is of wonder, you'll be fascinated. If it's dread, well, on
some
level, you'll be aware that the time you
take to analyze is time you could be reacting. And that's scary,
especially
when you consider that unexpected
occurrences are often a source of danger per se.
Here you have it: surprise + atmosphere = moment of dread/wonder. It's
as
simple as that.
Happy gaming,
Jocelyn Robitaille