Monday 11 March 2013

Elements of Game Technology, part two: sound for games



I can’t say I've ever played a game without the sound, for me it’s a key element that makes a game truly immersible.  A lot of the time you can overlook the importants of the sound in games but essentially they are like the icing on top of a cake.

Upon researching sound in games, I came across Sander Huiberts and Richard Van Tol from GamaSutra.com and how they define what sound is used for in games and they broke it down into four parts Zone, Effect, Affect and Interface.

Zone Refers to environmental sound, these sounds are diegetic and set the game ambience.

Effect refers to diegetic sounds during gameplay that are produced: i.e. footsteps, gunshots, explosions. These sounds can be on or off screen.

Affect refers to non-diegetic sounds that set the mood of the game, these range from orchestral music to moody low tones

Interface refers to non-diegetic sounds these can be menu sounds or sounds related to the
HUD, the main use of these sounds is to convey information that isn't setting the mood.

The sounds that occur when the source of the sound isn’t in sight are a personal favourite of mine. Sounds like thudding footsteps or shrieks in horror games get the players adrenaline pumping to whatever it is that lies ahead.
F.E.A.R utilizes effect and affect sounds well to create a horror atmosphere with things like heartbeat, footsteps, and tonal background sounds. Here is a video that illustrates this: http://www.youtube.com/watch?v=XGE6GYiNENA

Removing elements like this from a game makes the game become less personal, as if you’re an empty shell playing for the sake of filling time. Having sounds heightens the senses making you pay attention and really get involved in gameplay, improving the overall experience.
Even games like Fifa that are possible to play without sound still feels unnatural when you can’t hear the roaring crowd or commentator giving his opinions.

Another good example is GTA vice city. In the game Grand Theft Auto: Vice City, the developers licensed a lot of music tracks for the games in built radio stations. While this will have cost a lot for the developers, it will add an entire new level of immersion to it. Memories that players associate with the game, and most of the franchise, are centred on the soundtrack. People will remember certain parts of the game where certain songs were playing because they link in with it. And also, the music playing in the background will set the feel. For example, Vice City is set in the 80’s, with all the music on the radio’s being from the 80’s too. This all goes together to add to the cultural feel of the game.



Lately I have been playing the reboot of Capcom’s devil may cry and I was impressed with the soundtracks that they had put with the hack and slash gameplay. Even though dub step is an abomination to society, the dub step style tracks used for boss fights fitted the moody, adolescent attitude of the main protagonist Dante, which I felt complimented the story and gameplay.Heavy metal soundtracks were also used which complimented the whole hellish, devil slaying aspect. All of the music was done by DJs Nosia and band Combichrist. Even though on their own the songs aren’t my cup of tea, when applied in the context of the game they spur you on to smash hordes of demons

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