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Kind: captions
Language: en

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A fair warning: the following video is about
survival horror games, and it will feature

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some creepy themes.

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{What I Love!}

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Hello!

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I’m Scruffy, and today, I’m really glad
to have you here.

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Because we’re talking about horror games
once again, and if there’s one thing that

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helps alleviate the dread of a horror experience,
it’s sharing it with others.

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Braving it together.

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Whether you’re playing with friends online,
or showing a solo horror game to a friend

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in the same room, or streaming to a chat of
anyone, you don’t feel so alone the way

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the game would have you feel.

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What’s more, others can offer suggestions,
help, or reactions, that can actively combat

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two pillars that most horror games seek to
instill: absence of information, the inability

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to plan for what comes next, and absence of
action, the inability to change your current

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situation in the game.

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Now it’s great to bond over these games
by diluting your fears that way… but if

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you’re a horror game developer, who wants
to make something spooky, but multiplayer

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co-op, how would you account for this?

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How do you keep players on their toes, when
you’re sure they’ll be together, communicating

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and mitigating the horror?

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Two games, Phasmophobia and In Silence, took
on that challenge by specifically messing

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with multiplayer communication in a unique
way.

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It’s called “proximity voice chat,”
and it occurs in plenty of simulation games,

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not just horror ones.

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In an online multiplayer game, voice chat
is a really quick and effective way to inform

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one another about what one player might be
doing that others can’t see.

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And while you may have plenty of voice chat
options outside a game, building an in-game

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voice chat is rather useful, and simple!

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Just have a player set their microphone as
an input, and then make the output a sound

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effect for all other players.

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The advantage of making it in-game is that
you can make the sound a “3D sound,” tying

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it to the location of that player’s character.

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So if another player moves away from that
sound source, the sound attenuates for them.

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All of a sudden, this “proximity” voice
chat feels a bit more like it occurs within

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the game world, instead of hovering outside
it.

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And in a horror game like Phasmophobia, it
encourages your team of ghost-hunters to stick

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together, because not only are you more vulnerable
on your own, you can’t hear your teammates

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and plan things out together.

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In this game, a group of up to four online
players needs to conduct various tests for

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signs of a ghost haunting some large building
or site.

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All players have to agree on what type of
ghost is haunting this place, and mark it

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down in their individual journals, to complete
a mission.

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And one player can only hold so many of these
tests, so you need to delegate who’s testing

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what, and split resources like lights, and
sanity pills, and…

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Ah, I forgot, walkie-talkies.

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This is a way to beat the proximity part of
the voice chat, you can talk to your teammates

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from anywhere on a walkie-talkie.

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But, Phasmophobia does something neat with
your microphone input when you use a walkie-talkie:

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they filter the sound through a high-pass
EQ before the output, simulating the tiny

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speakers from which others would hear you.

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Similarly, you can often hear other players
even if they’re in an adjacent room to you,

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but their input gets filtered through a low-pass
EQ before outputting to you, so they sound

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muffled like they would in real life.

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But it seems like you still have the advantage
here, right?

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If you can radio your teammates and vice versa,
you can still go anywhere and have their help

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beside you, right?

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Well, that is true, up until your in-game
sanity starts dropping, and your group has

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split up to cover more ground, and suddenly
the ghost you’re after starts hunting the

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living, and you attract their attention by
accidentally speaking during the hunt—

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And the ghost gets you.

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Here is the pivotal twist that Phasmophobia
puts on proximity voice chat.

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If a ghost successfully hunts you down, you
enter the afterlife, where you can see and

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hear the other teammates, but they cannot
see or hear you.

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You’re cut out of the voice chat, and because
this game is online and the other players

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are remote, you’re cut out of the lifeline
of communicating with them.

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They have one less member to coordinate actions
and give verbal feedback.

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And yet, you can still mark things down in
your journal…

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so it’s possible to finish the mission,
if you basically…

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haunt your teammates silently and come to
a consensus with them about what type of ghost

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you’re tracking.

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You may not be able to speak with them, but
you can still pick up and drop objects in

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the environment, which actually became a form
of communication for me the first time I became

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a ghost in this game.

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My teammates would tell me to “give us a
sign” for certain yes-or-no questions, and

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I would pick up and throw a basketball to
respond.

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With that system, we could still complete
the mission.

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So, I suppose while this setup certainly hinders
the information you can exchange with your

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fellow voice-chatters, it’s not a total
absence of information.

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Then there’s In Silence, which approaches
its twist on proximity voice chat a little

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differently.

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In this game, two to five players are trying
to hunt or escape from a horrific monsterm,

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the Rake, played by a sixth player.

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The monster can barely see anything, but it
can hear extremely well across long distances,

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and it can outrun and dispatch the other players.

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And in addition to in-game sound effects attracting
its attention, you guessed it, proximity voice

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chat between the five-person team can also
be heard by the monster.

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Any messages to teammates will give away your
location to the monster player.

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So from the team’s perspective, voice chat
almost becomes a last resort, or perhaps part

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of a larger diversion plan, but not the relieving
action it was in Phasmophobia.

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From the monster’s perspective, voice chat
becomes the most effective means of finding

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players, as your vision while playing is darkened
and blurred: you can only really see players

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well if they’re nearby with a flashlight
on.

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This approach to voice chat is more about
absence of action: limiting your options for

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communication by giving them major consequences.

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That’s why this game relies so heavily on
its in-game voice chat, otherwise the game

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would be heavily balanced against the monster
player.

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Now, a couple interesting details here.

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Like Phasmophobia, team members who are killed
in this game will become an entity that can

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see but not interact with voice chat: in this
case, a mouse.

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You can’t do nearly as much in this state,
but you can still find items for other players

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and distract the monster with your sounds.

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And a more interesting design choice to me
is that the monster is also a member of the

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proximity voice chat.

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They can hear players who are nearby, and
they can speak with players who are nearby!

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I’m not quite sure what it does for the
fear factor of this game.

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Here you have this horrific and fearsome creature
of urban legend, talking to you or to no one

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in particular with the microphone-fidelity
voice of whoever joined this game session

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with you.

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Initially that seems like a recipe to take
you out of the experience.

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Then again, perhaps the monster player could
use voice chat to play mind games on another

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player, make them feel more isolated, or even
just act unusually silent.

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I’d say, to re-immerse us in this experience,
the monster player could perhaps be encouraged

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to toy with other players this way.

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Perhaps in another version of this game, they
could even be awarded small recorded voice

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clips of a player they already defeated, and
use those to trick and lure other players

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with the sound of their teammate, until they’re
discarded at the end of a play session.

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I suppose that’s getting into the possibilities
of proximity voice chat: it becomes such an

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indispensable form of communication in otherwise
dark, foreboding environments like this, that

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it’s the perfect target for horror games
to manipulate and suddenly alter it.

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That simultaneously imbues us further in the
world, and makes us feel more helpless in

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the dark.

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And if you and your cooperators survive it,
well, that’s testament to our ability to

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counteract absence of action, and figure out
alternative ways to work as a team, even under

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great deals of stress.

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And that’s my chat about proximity voice
chat in horror games.

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I’d like to thank my friend Wolfgang for
helping me with this script.

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And as always, I'd like to thank my patrons
on Patreon, who help keep my video-making

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process sustainable.

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If you'd like to support my work directly,
and get perks like your credit here, seeing

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videos early, a vote on what music I arrange,
and more behind-the-scenes content, you can

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visit my Patreon link in this video's description.

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And with that, I'm Scruffy, and thank you
very much for watching.

