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Liminal Spaces (And why Minecraft is a horror game)
Oct 11 at 07:04:52 in General Discussion | [RSS Feed]
On the surface, Minecraft presents itself as a colorful, blocky sandbox game where players can build, mine, and craft anything they can imagine. It’s marketed as a game about creativity, exploration, and adventure. Yet, beneath this veneer of simplicity lies an unsettling, almost uncanny atmosphere that can provoke profound feelings of unease, isolation, and even existential dread. This essay will explore why Minecraft can be terrifying, focusing on its liminal design, isolation, and pervasive fear of the unknown. Minecraft as a Liminal Space: The Unsettling Design of Procedural GenerationA key feature of Minecraft is its use of procedural generation to create endless, unique landscapes, meaning no two worlds are ever the same; players are thrust into these environments with little to no guidance, creating a sensation of being lost in an unfamiliar, unpredictable place, contributing to the game’s underlying sense of unease. Isolation: The Horrifying Loneliness of MinecraftOne of Minecraft’s most terrifying aspects is its profound sense of isolation. Unlike many survival games that feature AI companions, bustling cities, or frequent NPC interactions, Minecraft largely leaves you on your own. Although you might encounter villages with basic, unresponsive NPCs, the world is mostly devoid of sentient life. This shift from day to night mirrors a transition from safety to danger, leaving players exposed and isolated. The day-night cycle creates a rhythm of temporary safety followed by imminent threat, instilling a constant tension. This feeling is intensified in survival mode, where players must manage their resources, build shelters, and fend off attacks. The looming threat of the night, combined with the sheer emptiness of the landscape, contributes to a psychological unease where players are constantly preparing for an unseen and unknown danger. Even in multiplayer modes, where players can explore and build alongside friends, the sheer size and scope of the world can make it easy to become separated. One moment, you could be working alongside someone, and in the next, you could find yourself alone in a dense forest, a dark cave, or a seemingly endless ocean. The scale of Minecraft’s world means that even when playing with others, the fear of isolation persists. Unpredictability: Fear of the Unknown in Minecraft’s Digital WorldOne of the greatest sources of terror in Minecraft comes from its unpredictability. The world is procedurally generated. As a result, no two worlds are ever the same, and players have no way of knowing what they will encounter as they venture deeper into the game’s landscapes. This unpredictability creates a constant sense of uncertainty. Every cave, ravine, or abandoned mineshaft carries the potential for both danger and reward, but there is no way to tell what you will find until you’re already there. This sense of the unknown is particularly heightened in the game’s large underground cave systems. The darkness of the caves, combined with their maze-like structure, can evoke a sense of claustrophobia and dread. Players must venture into the unknown with only a torch and their wits to guide them, not knowing if the next corner will reveal a rich vein of ores or a horde of monsters waiting to strike. The eerie silence of these caverns is occasionally broken by ambient sound effects—distant footsteps, the sound of wind, or sharp, unidentifiable noises. These sound effects don’t serve any gameplay function; they exist solely to enhance the atmosphere, adding to the player’s sense of paranoia. The lack of explanation or backstory adds to the game’s liminal quality, as the world seems to exist in a state of suspended decay, a place between life and death, presence and absence. This unpredictability also creates an emotional dissonance in Minecraft. One moment, the game may feel peaceful and calming as you explore a serene forest or build a home, but in the next, the atmosphere can shift dramatically with the appearance of a hostile mob or the eerie silence of a cave. This constant shifting between calm and danger keeps players on edge, never quite sure when the world will turn against them. Existential Dread: The Fear of Being Alone… or Not AlonePerhaps the most deeply unsettling aspect of Minecraft is the psychological fear that comes with being alone in a vast, empty world. In the absence of other human characters or companions, the player is left with only their own thoughts and the eerie silence of the game world. This isolation can evoke a profound sense of existential dread, as players confront the realization that they are utterly alone in this digital space. While Minecraft’s isolation can be terrifying, there’s a lingering fear of not being truly alone. The legend of Herobrine, a ghostly figure said to haunt Minecraft worlds, intensifies this fear. Though not part of the official game, rumors of eerie sightings and unexplained changes in the game world have persisted. The idea of an unseen malevolent presence lurking just beyond perception adds a layer of psychological horror, amplifying the sense of unease. ConclusionWhile Minecraft is known for its creativity and exploration, it also evokes a subtle sense of unease. The procedural landscapes, eerie isolation, and unpredictability create an atmosphere of disquiet, blending familiarity with strangeness. This underlying tension taps into deeper fears of loneliness and the unknown, making Minecraft as haunting as it is imaginative.
It's hard to take zoomers seriously when they're terrified of empty rooms.
This should be a featured article.
Very good. This should be a featured article.
Replies are not forwarding us back to the thread, so duplicate responses are being promoted. Fix eet, admin.
yeah the loneliness was very pronounced in older versions, now not so much
Silent Hill vibes. Attachments: silenthill.png (1.3 MB)
> It's hard to take zoomers seriously when they're terrified of empty rooms. Its not about empty rooms, its about those "empty rooms" being in the uncanny valley territory. Take this robot for example: While "terrifying" is an exaggeration, most people would look at that and feel somewhat uncomfortable. Liminal spaces are the equivalent of this but with architecture instead of human faces. Though, to be fair a lot of people either feel unaffected or respond to only some of the liminal spaces. The theory for that is the closer a liminal space looks to a place you've been to, the closer it will get to being in the uncanny valley. So someone who's never been in ex. a warehouse, shouldn't feel affected by a warehouse themed liminal space. Also, some of them are just objectively creepy. The average person wouldn't be comfortable with being alone in a dark, seemingly abandoned building at night. Just like how the average person wouldn't feel comfortable with being completely alone in the entire world, especially if the belief of it was put to test every now and then with objectively worrisome sounds coming from the dark depths below them in a game without ambience: And all that accompanied by your mind playing tricks on you. Attachments: b8jgv2P.gif (9.37 MB) | AFF2A23F-E9FC-4E11-8454-E7F2F06BB562.png (13.28 KB) | Cave13.ogg (28.82 KB)
Loneliness and this dread that something is missing/wrong are definitely underappreciated aspects of horror The combination of scary and comfy you feel when you're shielded from the dangers is also something special and underappreciated as well, it reminds me of the thrill I felt when I would run back to my room and dive under the sheets after going for a piss in the middle of the night when I was a kid, especially after watching a horror movie earlier.
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