this post was submitted on 07 Nov 2024
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Subnautica exploits your fear of open ocean. Almost all the "horror" is basic survival instincts (don't drown, don't get eaten), limited view, and a deliberate design choice by the devs to not put weapons in the game. Various "monster" games, like Alien: Isolation and Amnesia follow this formula.
Silent Hill games like to mess with your sense of space by constantly changing the interiors, messing with your unconscious gamer modes (mapping, treasure hunting, etc). Alan Wake follows lightly in this space. My House mod for DooM is designed to specifically to subvert the Doom experience.
EDIT: Subnautica also did something subtle: the game mechanics are easy and forgiving on purpose. Fauna clearly indicate when attacking, the big fauna shake you around for a moment the first time, you don't drown until well after the timer hits zero, damage isn't all that bad, etc. The game is littered with these kinds of "threats" that, from an objective standpoint, aren't that threatening. But how these design choices are presented gives the player the impression that they "just squeaked by" a deadly encounter throughout the game.
I didn't realize that was all intentional. Super clever design.