“I'm an angel. I kill firstborns while their mamas watch. I turn cities
into salt. I even, when I feel like it, rip the souls from little girls, and
from now till kingdom come, the only thing you can count on in your existence
is never understanding why.” -
Gabriel, The Prophecy (1995)
In this series on Cosmic Horror in Fiction and Gaming, I’ll
make an attempt at quantifying the genre in such a way as to help anyone who
may want to take a crack at Cosmic Horror get started. In this part, we’ll try
to establish some rough ground rules. In the next part we’ll look at cosmic
horror in fiction through a few film examples. After that, we’ll move on to the
same in gaming (both video games and RPG’s), then end by trying to tie it all
together for our theoretical aspiring writer/designer/storyteller. Full
disclosure, I’m neither an author nor involved in game/film design. I’m just a
nerd entertaining hypotheticals.
First up then, how do we define Cosmic Horror as distinct
from other horror-sub genres? Generally speaking, Cosmic Horror tends to be
described as invoking a sense of existential dread. That everything you knew
about the universe and your place in it is wrong. That true revelation brings
only pain and madness. That such stories mast be vast in scope and great in
consequence. It’s not a bad place to start, but it’s not also the sum of it
either.
Consider this question: How vast is your own reality?
You could argue that humanity has had an awareness of the
concept of cosmic horror ever since the first people looked up at the stars and
wondered if something was watching them, or when they first looked at the ocean
and wondered if something was going to eat them if they stepped into it. What
matters is that within the bounds of your reality, you have cause to question
it or fear the Great Unknown. The Great Unknown could be as small as a cave
outside your village – but once you crawl into it, for the time you’re there,
it is your reality. Within this reality, we can find wonder or dread, and
tapping into that dread is what helps us reach into cosmic horror.
That’s really just a fancy way of saying “the sandbox can be
as big or as small as it needs to be”. Within the boundaries of the box, if you
can evoke a sense that the box itself is wrong, you’re probably already
knocking on the door of cosmic horror.
To take the step through it (and into good cosmic horror), there’s 2
more elements we need – a sense of mystery to match the dread, and a broad
understanding of The Rules.
I’ll deal with The Rules first. I don’t mean The Rules in
this sense to be some kind of list somewhere of hard and fast rules for writing
horror/fiction in general. I’m talking about the rules of the story – The Rules
that get parodied in every other horror movie that’s been trying to be self-aware
since Scream. The Rules in this context essentially just means the framework
that governs how the threat in the story works – whether it’s a serial killer
who kills according to specific patterns, a supernatural threat that obeys
certain mythical laws or even a new type of creature whose habits and physiology
need to be observed. If you were doing a slasher film, for example, we’d be
establishing a pattern for the killer, in terms of both victim and methodology
that allows the audience to get drawn into a scene when they see those elements
start to come into play, and perhaps even figure out who the killer is if it’s
a mystery movie. In doing so, you keep the audience engaged with the promise of
an answer to the mystery.
In cosmic horror though, we don’t want to go that far. We
want a continued sense of dread and mystery, offering the promise of answers
and only finding more questions. But we also don’t want complete confusion. If
there’s no rules at all, the audience can’t get engaged, because from their
perspective all they’re seeing is nonsense.
So how do we manage that for the audience? Essentially, we
need to lay down some observable facts, but never actually complete the
mystery. Ideally, we want both the characters in the story and the audience (or
just the players if doing an RPG) to be continually digging deeper, feeling
like they’re just one revelation away from unravelling the mystery, without
ever actually solving it or giving up on trying to solve it. But, if you cross
the line from that to “there are no rules, nothing makes sense and nothing
matters”, then you’re probably going to lose the audience. And if you complete
the mystery, you’ve dropped out of Cosmic and back into another horror
sub-genre.
That mystery is how we keep ourselves within the realm of
Cosmic Horror – by the end of the story, no one should have all the answers.
They should have some, and an ever expanding list of theories, but never true
revelation. You can observe something in action, maybe even discover some way
to fight that thing, but you should never fully understand why it does what it
does, or why you ended up here in the first place. You should also be questioning
your own reality, be it as vast as considering your place in the universe or as
small as wondering if anything happening in this cave is actually real.
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