Haunted Legacy - Virtual Reality Horror Game

Department of Information Science and Media Studies
University of Bergen
Master’s Thesis in Media and Interaction Design - Spring 2024

Abstract

Introducing Haunted Legacy, a virtual reality horror game for the Meta Quest headsets. The game is a simple 10 - 20 minute mystery-horror game depicting a detective investigating an abandoned mansion for a set of valuable paintings. Throughout the game, audio hallucinations and guidance techniques (i.e., visual salience and tutorials, see further down for context) are provided to the player. Throughout Robin’s study, an inquiry about the effect these guidance techniques have on the player experience is conducted. This includes investigating previous guidance techniques within the genre (e.g., Resident Evil 7, Outlast), and evaluating whether they effectively provide a fruitful player experience. Throughout Daniel’s study, an investigation into the effect audio hallucinations have on the reactions of the player, including their emotions, behavior, immersion and presence of the game is conducted.


Walkthrough of the Game


Auditory Hallucinations

In their exploration of a haunted mansion, the player will start hearing auditory hallucinations. These are simulated through the manipulation of a variety of audio parameters. These include properties such as pitch, volume, reverberation, and echo. The auditory hallucinations are activated by a system composed of triggers and actuators. The trigger is represented by an invisible box in the game world and is activated when collision between the player and the trigger is detected. The actuators take form of 3D sound emitters and play the auditory hallucinations from certain regions in the game world when triggered. Investigating how these simulated auditory hallucinations impact players’ emotional responses, safety behaviours, and immersion levels in a horror game. Check the videos below for examples of these audio hallucinations (remember to toggle on audio!)

Visual Salience

Throughout the game, important objects the player can collect are highlighted with a glow (visual salience). These objects include paintings in which the player needs to collect, alongside other objects such as an upgraded flashlight and key to open a door. The player can select 1 out of 6 colors for the glow, including: blue, purple, red, green, white and black. The glow itself will change its specific color from a dark hue to a lighter hue every second, and back. This is repeated indefinitely.


All colors of Visual Salience

Tutorial Design

The prototype includes a set of interfaces which are highlighted to the player whenever they have a new action. These are primarily provided to the player in the introduction of the game, and are given in a sequence one after another. The tutorial forces the player to execute the action before proceeding. They are represented in two forms, superimposed images stuck to the player’s screen, and in the gameworld. The latter is only present whenever the player is within a designated area. The design includes a button highlighted with purple on the controller itself, which fades in and out within 1 second indefinitely, to highlight the button in question. Furthermore, text is accompanied to provide further context to the user. The player is provided a tutorial for how to interact with objects, use their flashlight, interact with interfaces and open their pause menu.

Pause Menu Design

Players can activate a pause menu at their own discretion. Within this menu, the player can find 3 main pages: an options-, collectible and objectives page. The options page includes two pages, the settings menu and control overview; alongside an option to leave the game. If the player were to attempt to exit the game, a screen asking them whether they are certain they wish to leave is presented. The settings menu includes 4 settings the player can select to alter the game’s settings. This includes the ability to disable settings, alter the rotation type (45 degree increment or continuous turn), disable motion tunnel (black silhouette to prevent motion sickness) and change the visual salience’s color. The control overview highlights the button mappings. The collectible page highlights the player’s collected objects, and their progression in collecting all the paintings. The objectives page is a list of objectives in a “to-do-list” style, which highlights completed objectives with a check mark. The menu itself is designed after a digital notebook, and includes sound effects for options selected (e.g. closing the menu or altering a color).

Narrative

The prototype includes a simple narrative and gameplay, with an estimated playtime of 10 - 20 minutes for new players. You play as a detective who is assigned to investigate and find 4 valuable paintings within an abandoned mansion. This mansion is in the middle of the woods, surrounded by other structures, such as two mazes, and the property itself is rumored to be haunted. Throughout the game, there are several objectives and horror elements added, such as jumpscares. Furthermore, the game includes multiple endings, depending on how many paintings are obtained. Below is a trailer highlighting some of the game's features!