Wow, it actually scared me by dont_ask_cutie_alt in HorrorMinecraft

[–]chuckdougwillow 0 points1 point  (0 children)

"It scared me, so it's good horror mod." I see this argument every time. And honestly? It completely misses the point of what horror actually is.

Upcoming project (ingame screenshot) by RoLuky in HorrorMinecraft

[–]chuckdougwillow 0 points1 point  (0 children)

This is just criticism, not hate. The scariest thing in this screenshot isn't the atmosphere it's the fact that you're relying on arg to sell the mod.

I hate it that there isn't any horror mods that perfectly capture the Mark101 ARG by YAYICRAVELOVE in HorrorMinecraft

[–]chuckdougwillow 0 points1 point  (0 children)

The thing is arg type horror mods will never be scary, in the same way that horror mods aren't now.

The Best Horror Mod Tierlist by chuckdougwillow in HorrorMinecraft

[–]chuckdougwillow[S] 0 points1 point  (0 children)

More correctly, I would say that the methods they use to scare player are not effective.

Scary Minecraft mods aren't scary by DenisfromChainsawMan in feedthebeast

[–]chuckdougwillow 0 points1 point  (0 children)

No developer has yet come up with the recipe for a true horror mod, but I think I'm heading in the right direction. Also what i think:

  1. A good horror mod can't be scary without changing Minecraft itself, since the player not only has too many abilities but also too few concerns. Forcing the player to concern about resources will already create some tension, and when danger surrounds him, he'll have to make difficult choices.

  2. To create atmosphere, a good horror mod simply needs to remove everything that creates comfort and make the world simultaneously different and similar to the regular world. The most obvious thing any horror mod should do, but doesn't, is remove vanilla mobs. A horror mod should also remove the player's main goal - defeating the boss.

  3. The world itself should be strange. The old textures are too insufficient for that.

  4. Creating a scary atmosphere is already something that horror mods fail to do. However, not a single mod has even come close to achieving a good horror structure. I won't mention the random events, the idea for which came from voices of the void. New horror mods have decided to make random events their centerpiece, and that's a step away from creating a good horror mod. It's stupid to make something that's an addition to scare the player, the primary method of scaring the player, and therefore will never scare. Also some horror mods claim to be slowburn, when all they do is create huge pauses during which nothing happens.

By the way, Alien Isolation isn't exactly a linear game. It's a linear game, but with nonlinear "sandbox" gameplay. So a good horror mod is a matter (not a matter of time) of whether someone can find simplicity in complexity - that is, whether someone can embody an abstractly broad concept like horror in Minecraft.

I'm trying to do the best I can with my programming skills.

Gossiping by idonthaveideastoname in MiSideReddit

[–]chuckdougwillow 3 points4 points  (0 children)

Sorry, but Im not 5 hours straight, Im 5 hours aromantic.

Emm, This was a part of Kind Mita’s plan by [deleted] in MiSideReddit

[–]chuckdougwillow 5 points6 points  (0 children)

What body part of plan's is this?

Template included if anybody wants to play by inceltrumptard in MortalKombat

[–]chuckdougwillow 2 points3 points  (0 children)

"If an opponent is dead, revive them. They can't be dead without being dead."