Sunday 27 April 2014

Elements of Game Technology, part two: sound for games

A game could have the most visually awesome effects, smoothest animations and tastiest plot but without sound – whether it be ambient or a full-on orchestral masterpiece – then a game is lacking so much that could add to mood, emotion, narrative and a connection between characters and the player.
Music can characterise so many emotions, feelings and even themes in a game, putting a player on edge and engrossing them further into a story. One game which really springs to mind on its use of ambient noises is that of Amnesia – of which everyone has probably gone on about to death about the way it manipulates sounds to terrorise the player.
The sound in amnesia is also used to symbolise danger and safety – changing the tone in the ambience and sounds to create either terror or a moment of necessary calm when the game calls for it.

This in comparison to the “monster chase” sounds really demonstrates the variety of emotions a soundtrack can produce – and not only link to the players feelings and letting them know key events in a game, but also linking to the in-game characters ‘emotions’ during a scene, this causing an immersive link between both player and game.

Even from the title screens music, from staying idle on the screen to when you click “play” it sets the tone for what is to come. Paired with the animation of moving towards the door it just screams the tone for the game, instantly setting the player up for what is in store. Playing this same scene whilst muted definitely does not have the same effect – losing all sense of terror and leaving too much of a vague air about what the game could entail.

Soundtracks on games can also indicate the era in which it is set, for example Dragon Age: Origins’ soundtrack has a more Celtic-inspired origin, and could possibly dignify the progression of the games story itself – beginning calm as all the character origin stories do, then varying in temp and introducing more “violent” and dramatic sounds to the theme. Not only that, it’s beautiful to work to.
On the other hand, it can additionally be used to fill space and stick in your brain, making you do nothing but think about a specific game and make you want to play it for old time’s sakes. For example, the original “Sims” ‘Build & Buy’ soundtrack is now what my mind links to the penultimate shopping song. On first listen it seems like just mindless background noise – of which is more than likely is knowing EA and the way they produce their Sims expansions – however each some somehow captures a specific feeling of “lets shop”. From playing the game on mute it shows how it does add something to the enjoyment of the game, no matter how annoying the songs actually are.

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