Opinion
Proximity chat is the real main character
Take the ghost out of Phasmophobia and you still have the best comedy engine on PC. The horror is scaffolding. The voices going quiet one room at a time are the game.
Take the ghost out of Phasmophobia and you still have one of the best comedy engines on the platform. That should be a more troubling observation than it is usually treated as.
Proximity chat does something no scripted dialogue can: it makes silence load-bearing. When a voice fades because someone walked into the next room, the game has communicated distance, risk and isolation without a single line of code that anyone would call design.
It also produces the only genuinely reliable horror beat in the genre — the voice that cuts out mid-sentence. Nothing a studio writes competes with a friend saying something ordinary and then not finishing it.
The corollary is that the monster is scaffolding. It exists to move people apart, because the game only works when the group is distributed. Every mechanic in these games is really a mechanism for separating friends and then letting them hear each other fail.
Which is why the format survives its own jank. You are not playing the game. You are playing the people, and the game is just the thing that gives them somewhere to be.