
Not exactly a component part of what you'd call high art. The principles of jump scares apply to the reptile brain, and could be used to scare a fish. Loud noises and sudden changes in your field of view - its a primal, instinctual, reaction to predators in the wild. Jump scares are the lowest form of horror. When you have horror that's based on jump scares you rapidly desensitize the viewer and your horror becomes meaningless. In the best horror, your audience should never, ever, feel relieved - even far after they finish the game. Horror is all about tension and suspense, the moment you lose tension, suspense dies, and the audience becomes relieved. So if you want to make a good horror game, go for atmosphere - not jump scares and a lot of deaths (like some other pretty bad horror games out there). People will be able to scare themselves infinitely more than you ever will be able to scare them. I've iterated on this before, but to give summation, less is often way more in horror. You see, a lot of theory derives from studying the different types of horror. Unfortunately, Horror is probably also the hardest genre to get right.

The best and worst High Fantasy JRPGs are all pretty similar and all tread a lot of the same notes - but the best horror is unforgettably potent. It is, in my subjective opinion, also one of the strongest genres there are. It's incredibly, astounding, easy to get into, because a genre based around the emotion of fear is a pretty easy thing to wrap your head around. I can itterate on some pretty common conceptions of the genre for you though. They often revolve around the same things though. You can always take a look in there, if you're interested in previous discussions.

If you look through some of the archived posts, you'll find a fair number of posts of people asking about horror.
