What is sound used for within video games?
Audio within video games and films are used to create atmosphere within scenes. They can do this via the use of music, or even sounds from the back ground. Sometimes, even a lack of sound can help to create atmosphere.
Assigning Meaning to an Event
Games and films also use audio to assign meaning to an event. This can be anything from the ping of a microwave letting someone know that it's done, to sirens after a nuclear missile has been launched. This helps to give the player/viewer an understanding of the event, without having masses of detail.
Appeal to a Certain Market
Audio can also be used to appeal to a certain market, both within game, and film. For instance, if a game has some particularly heavy, screamed metal, then the game is going to appeal to a metal audience, but others may find it difficult to interact with it. This can be useful, as it allows companies to focus directly on a select group.
Providing Rhythm to Gameplay.
This particular section applies mainly to games. Audio within video games can sometimes be used to provide rhythm to gameplay. For example, the game 'Guitar Hero' uses rhythm to get the players to tap coloured keys in time with the music.
Cueing Gameplay Events.
Audio can be used also to cue gameplay events allowing the player to know what going on, without the use of text or any other prompt. For example, if the music spikes suddenly, the player can guess that something intense, or even scary is going to happen.
Applying this to Games
Creating atmosphere - When the player is on the world map, gentle music can be heard in the background, helping to bring an ambient soft feel. This helps create the atmosphere for the race, Humans who are in the game world, mostly associated with peace.
Assigning Meaning to an Event - When the player picks up a chest the sound of gold clattering can be heard. This helps to indicate that the player has just been rewarded.
Appeal to a Certain Market- I could not find an example of this during the gameplay video.
Providing Rhythm to Gameplay - Again, I could not find an example of this.
Cueing Gameplay Events- As a character enters a battle, the music drops slowly and sounds much like a horn. This signifies to the player that a battle is about to begin.
The Witcher 2
Creating Atmosphere-Cries in the background of where the player is, indicates that the place is a prison. Screams can be heard in the background, and it helps the player get a good sense of the environment.
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Appeal to a Certain Market- I could not find an example of this within the game.
Providing Rhythm to Gameplay- I could not find an example of this within the game.
Cueing Gameplay Events- As the siege on the castle begins, fast paced music begins, building up tension, cueing the death of someone soon.
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