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Sound and Electronic Games

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Super Mario Bros. I & 3. Legend of Zelda: Ocarina of Time. Tony Hawk 2. Half Life. Thief ... Studies show that sound affects perceptions of visual quality and ... – PowerPoint PPT presentation

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Title: Sound and Electronic Games


1
Sound and Electronic Games
  • Kurt Squire
  • Indiana University, MIT, Joystick101.org

2
(No Transcript)
3
Gaming Greats
Introduction
  • Asteroids
  • Pac Man
  • Frogger
  • Super Mario Bros. I 3
  • Legend of Zelda Ocarina of Time
  • Tony Hawk 2
  • Half Life
  • Thief
  • Deus Ex
  • The Sims

4
Audio The Overlooked Sibling
Introduction
  • Auditory and visual perception channels work
    together closely
  • Studies show that sound affects perceptions of
    visual quality and peoples interpretations of
    events
  • Auditory channels work together with visual
    channels of perception
  • Suggests that audio and visuals should be
    developed together, or complementary
  • Audio is not integrated in many game designs
  • Audio is 25 of experience
  • Yet is usually 1-2 of most game budgets
  • Sound designers are frequently brought in as an
    afterthought

5
Issues
Introduction
  • How does sound help create emotional involvement?
  • How can sound be made interactive?
  • How can sound become integral to the gameplay?
  • In what ways might players be supported in being
    creative with sound?
  • How can sound further the medium artistically?
  • What concepts might be taken from music in order
    to inform the practice of game design?

6
Old Dogs With Good Tricks
Background
  • Music establishes mood, pacing and rhythm
  • ( ) ( )
  • Sound conveys information
  • Sound creating mood
  • The joy of coming home ( )
  • Disappointing loss ( )
  • Sound was among the most identifiable aspects of
    the game
  • Highlight importance of sound in the design
    process
  • Helps separate sound quality from sound design

7
Enhancing Emotion Through Sound
Themes Emotion
  • Sound provides feedback for players actions (
    )
  • Size and characteristics of space
  • What is this space?
  • 3 Dimensionality of space through effects (i.e.
    stereo reverb)
  • Establishing setting through sound dialogue
    half-life.avi
  • Music Effects The emotional life of the game

8
Making Sound Interactive
Themes Interactivity
  • Making interactive scores is a challenge
  • How do you score a game (implies linearity),
  • Making interactive game scores is the challenge
  • How to make a score that responds to players
    actions?
  • Zelda case
  • zelda_no_sound.mov
  • zelda.mov

9
Infusing Sound in the Gameplay
Themes Gameplay
  • Imbuing objects with meaning
  • What is a box ? What is its significance in the
    game?
  • Through sound, it gains whole new meaning(s)
  • An ordinary object can become a toolto
    manipulate creatively. thief4.avi
  • Consistency, not realism within the game world
  • Critical for creating and sustaining immersion
    (Poole, 2000)
  • Gamers want fantasy
  • Exaggeration can be an effective tool

10
Supporting Players Creativity
Themes Creativity
  • Enabling players to make an impact on the game
    world through sound
  • Revealing an identity
  • Sound referring to events time intervals ( )
  • Locating objects (or people) in space (racing,
    3D)
  • Allowing users to respond to music
  • Players input responses along with music (dance
    games)
  • Create music and sound in game
  • Loom, Zelda Ocarina of Time
  • Opening up the engine Allowing players to create
    and modify sounds
  • The Sims, Baldurs Gate 2, mod packs

11
Sound and Music in Games Aesthetics
Themes Aesthetics
  • Game music interacting to players actions
  • Game music not only reacts to players, but offers
    a reflective mirror or perhaps commentary (Black
    White)
  • Using juxtaposition to suggest commentary on
    players behavior
  • Music can be complementary rather than redundant
  • Music and sound can provide a powerful subtext in
    the gaming experience.
  • The Sims

12
Quake
Themes Aesthetics
  • Quake with typical sound
  • Quake gets moody
  • Quake gets funky

13
Musical Concepts Gaming
Themes Music Concepts
  • Silence breathing pacing
  • Collaborative creativity common to bands
  • Success lies in developing distinctive
    collaborative vision
  • Possibly replace auteur theories of game design
  • The importance of rhythm
  • All things begin with the rhythm (JGR)
  • Using music to enhance this rhythm, or play off
    of it.
  • Designing through patterns
  • Verse, Chorus, Verse
  • ABAB

14
Film, games, Audio
  • Many directors who like to think they
    appreciate sound still have a pretty narrow idea
    of the potential for sound in storytelling.  The
    generally accepted view is that its useful  to
    have "good" sound in order to enhance the visuals
    and root the images in a kind of temporal
    reality. But that isnt collaboration, its
    slavery. 
  • -- Randy Thom, on film

15
Parting Thoughts
  • Music is a key element in establishing mood.
  • Sound can be used to give objects meaning,
    feeling, and emotion
  • Visuals and audio work together to support
    immersion.
  • The most successful games weave patterns of sound
    together in response to users actions as a part
    of the gameplay.
  • Game designers need to enable game players to be
    creative with sound.
  • Used cleverly, juxtaposition of sound music can
    make artistic statement.
  • Should a game be playable without sound?
  • Restoring the role of the sound engineer to
    designer

16
Questions, comments, etc.
  • Kurt Squire
  • Ksquire_at_indiana.edu
  • Joystick101.org

17
Interactive Sound Design
  • What people dont understand is that youre not
    making a movie, but you are attempting to
    re-create an interactive environment that
    contains visual and aural elements that combine
    to create an experience thats totally defined
    by a players actions. Think of your sound
    designs going way beyond making sounds for the
    graphics, and come up with ways that the sound
    can be a critical element of the gameplay. The
    gaming industry is way behind on this concept,
    and you will see games coming out that use sound
    as important parts of the gameplay more often.
  • --Matthew Lee Johnson, Microsoft.

18
Interactive Sound Design
  • What people dont understand is that youre not
    making a movie, but you are attempting to
    re-create an interactive environment that
    contains visual and aural elements that combine
    to create an experience thats totally defined
    by a players actions. Think of your sound
    designs going way beyond making sounds for the
    graphics, and come up with ways that the sound
    can be a critical element of the gameplay. The
    gaming industry is way behind on this concept,
    and you will see games coming out that use sound
    as important parts of the gameplay more often.
  • --Matthew Lee Johnson, Microsoft.

19
Tensions
  • Creating an immersive environment vs. user needs
    (peace and quiet)
  • How to design for experiences, yet allow users to
    shape their own experiences
  • 40 hours of game play one heck of a lot of
    music
  • Unique content Vs. Repetition
  • Original vs. scored soundtracks
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