So let's talk about the design of horror games. What makes them scary?
I think it is the sounds and the room design. This freaks out the player and see what the monsters (or anything) have done. This gives a "I have to get out of here!" or a "I need a weapon!" feeling to the player. Although if a horror game has multiplayer, it will not scare the player so much because a friend is right by you helping you kill people.
All else aside, there are two elements important to making a horror game scary: Tension and surprise. Because the player knows they're playing a game, they have to be drawn into identifying with their character enough for those aspects to have any influence. One reason text games can be immersive is that they force the user to apply imagination to visualize their surroundings, and stoking the imagination makes anything you do to produce tension and surprise a heck of a lot more effective.
One of the better horror games I've played was a point-and-click adventure called Darkseed. The artwork was done by Giger, so it was exceptionally freaky, and the soundtrack had a jarring quality that after a little while could set your nerves on edge and have you looking behind you. Adding to the immersion was the mystery aspect: You wanted to know what was happening to the main character.
While first-person shooters can be good for horror because they have the advantage of limited POV, lighting, and 3D sound, I don't think the genre has been used to its full potential for this purpose. So many games have become burdened with their own flashiness that I think gamers are getting jaded to FPS. It's a lot harder to influence them emotionally.
In BYOND, you have a few crucial weapons:
- You can make parts of the screen impossible to see because of obstacles.
- 3D sound is available to you. I've made a pretty decent horror game without it, just using a 2-level volume effect, but with 3D sound you really have the power to be scary.
- Mod-format music is available. Hop over to modarchive.org and peruse for anything that you think might inspire a creeped-out mood, or compose your own.
Another important piece of advice would be to keep the player in a constant state of vulnerability. There should be few or no truly safe zones, and anyplace that's actually safe should be so far removed from the action as to discourage anyone to stay there for long--and it should be someplace they can't easily duck into, to use as a base. The defining aspect of all horror is that no place is safe.
Lummox JR
If we're thinking 3D, visuals to me dominate the show.