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Unfortunately, you're running up against one of the failings/successes of the human psyche.
We naturally acclimate to conditions, horrific or otherwise. By which I mean, Through continued exposure to a stimulus, We gradually become numb to it.
Through continued exposure to a horror game, you will eventually get to a point where it's just not scary anymore- You can't feel fear of it even if you want to. Phasmophobia has hit that point for a large percentage of it's playerbase- People are no longer playing to feel scared or enjoy the horror- Because they can't even if they want to. So now they're playing for the social aspects, or to speed run, or to learn the ins and outs and prove how good they are.
The more you play, the more it isn't scary, the stronger a grasp you have on mechanics, the less scary it is too.
And.. Really, there's nothing that can be done about it. Even the scariest games will after enough play become something the player simply can't be afraid of.
Even if you changed it up to the proposed point system, it wouldn't really have the effect you're after- Because it wouldn't make it any scarier than it already is, the only result would be that players still have a system to run up against and try to prove they can do it the best- Get 100 out of 100 points every time, and then as fast as possible to boot, the exact same issue you're perceiving of how it is now.
This is a post I made to another user who was up in airs about the unity asset models that I think says what I meant a little better, particularly the third paragraph:
TL;DR: The human psyche is frighteningly adaptable, and through continued exposure, scary things cease to be scary- Changing the primary goal of investigation wouldn't really have the result you think/hope it will because the game will be no more scary than it already is, and so the fear people no longer have for the game would not be rekindled by that change.
The game was more fun during the early days because everyone still had a healthy fear of it- A fear that is no more.
I'd also like to note that a very similar phenomenon is the cause for adrenaline junkies who gradually seek more and more insane stunts to be a part of- Because the stunt they're doing no longer excites them and gives them that rush of adrenaline (because they acclimated), they seek something that will give them that rush again, till it can't anymore and they find something else- repeat, repeat, repeat.
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New comment after here:
In short, You played it in the past and your brain was in the middle of that adaptation- It didnt stop adapting during the break because it 'knew' you might be exposed again in the future, And now it's just not quite what you remember. The game has the same amount of interactions if not more, more ghost events, more ghosts with unique abilities since back then- But it seems bland and boring and your brain figured out a way to keep you from being scared in this game.. You dont have that fear and panic and hurried running from the room taking up the time inbetween anymore, so it's 'too far in between' interactions now, etc.
TL;DR: Our brains adapt to stressful stimuli like fear/adrenaline surges/etc, because its stressful on our body and brain and not an ideal response to a situation.
wow its almost like they didnt make much changes to the scary parts of this horror game the last 2 years.
Do you want to have horror 2.0 with ♥♥♥♥♥♥ lighting and slow, non-threatening ghosts on boring maps or do you rather want to wait for better lighting, more atmospheric maps and the ghosts actually being able to hunt you down in a dangerous way, so that the scary parts of the horror 2.0 update hit even harder?
The devs have simply choosen the way, that enhances the horror, once it comes, but that obviously needs tons of time and this is also the main reason, why this game is still in early access.