Sound in Video Games
The purposes of sound in video games
There are many reasons that sound is added to games and most games use it for at least one of the following:
• Help Define Theme – Sound is used in video games to help define themes. For example a game with a western cowboy theme would be expected to have western music, American accents, pistol and horse sounds and “yehaaa!” A light hearted, family friendly western game would have more upbeat, fast paced music, exaggerated, high pitch accents and perhaps less realistic sound effects. On the other hand a grittier, adult targeted western could be the opposite.
• Help define Genre – Sound can also help define the Genre of the game. For example a horror game might have slow atmospheric music, frightened character voices and enhanced environmental sounds like footsteps or breathing, to exaggerate the theme.
• Create Atmosphere – Another use is creating or enhancing atmosphere. Silence in the right places can create a tense atmosphere. Explosions, screaming, shouting and gunshots might be used to create the atmosphere of a battle field.
• Trigger Emotions – Fast paced music can portray panic or excitement but so can slow music. Games can influence you to feel an emotion when you hear a certain sound. A good example of this is in the film “Jaws” the noise that you get just before the shark attacks creates a tense feeling the first time you hear it but when you learn what happens after the music the emotion is exaggerated and fear is added.
• Provide Game Play Information – In the case of some games like Guitar Hero, music is vital to the game play of the game. Without the music you would find it harder to achieve the right timing or find the right rhythm for pressing the buttons.
• Narrative – Games that don’t use text to narrate the story use voices. Most modern games prefer to use this, especially in the case of cut scenes when you want the player’s attention to be on the scene rather than text.
• Character Association – Sometimes characters are given their own theme and whenever this character becomes the centre of attention the theme will be played to highlight it. The tune will often reflect the characters characteristics and will have variations for different emotions. The Final Fantasy series are a great example of this.
• Multiplayer Communication – Some online multiplayer games have the facility of talking to other people playing the game. In the instance of shooter games, in team death matches, the ability to communicate with your team mates may give you a huge advantage over your opponent. Not to mention the banter.
• Provide Feedback to Player – In games it is important to give the player feedback on how they are doing and how they are affecting the games response. Sound is often used with graphics to achieve this. For example when you win a battle there might be a “victory” sound to go with it and when you die or fail there will be a sound to let you know.
Is it necessary?
No. Sound isn’t necessary to create a game. You can create a game without sound but some games require that you use sound. Although it is not needed unless your game is going to be based on sound and the player’s response to it, it defiantly adds to the experience.
Psychological Implications
Some sounds trigger our primitive instincts to bring out emotions as I have already mentioned but there are other ways that sound affects the mind. Research suggests that the volume, tempo and type of music played in shopping centres affect consumers in different ways. Loud music tends to increase the speed of which consumers consume. Slower music makes people tend to shop longer and unfamiliar or disliked music will slow down the consumer’s perception of time. This knowledge can be used in games to speed the player up or slow the player down, encourage the player to spend more time in a specific area or trick the player into playing the game longer.
Humans use sound to help determine things like distance, size, and density. You can estimate the distance that something is from you by sound that it makes or reflects. The sound that a large object makes is usually louder than the sound of a small one. For example if a piano drops from a high place and you are on the ground you will hear it getting closer and then, providing it doesn’t land on your head you will hear it hit the ground and have an idea of its size. Another thing that affects your judgment of size is density. You might not hear a giant feather drop but you will hear a coin. These techniques are used in games to make the player feel involved in the environment and make it feel realistic.
Throughout life we learn to associate sounds with responses or emotions that are not pre-programmed in our primitive instincts. For example when we hear a fire alarm we know that it means fire without being told or when we hear a coin drop we know it’s a coin and start looking everywhere to catch it. These types of sounds are used to familiarize the players to the environment and can be used in the same way that our primitive, built in sound responses can be.
Source of sounds
The music for video games is often produced specifically for the game and can sometimes become iconic and identifiable to the title, like the Tetris theme. Identifiable theme tunes are often transferred if a film is becoming a game to add familiarity between the two, like “Star Wars”. In the case of games like “Guitar Hero” the music tracks are all well known and written by famous artists and the rights have been bought to allow them to be used.
The sound effects for games can be produced for the game or bought as a library of pre-made sounds from suppliers. The process of creating new sounds manually is known as Foley. The name Foley comes from a sound editor from universal studios called Jack Foley. Foley artists where used in movies and on radio to create ambient sound effects. These artists use anything they can get there hands on to create the desired sound effect. For example the sound producers for “Fallout 3” used crisp packets for the sounds of the giant ants moving and a barrel over a microphone for the sound of the “Fat Man” gun.
As for voice recording’s, voice actors are often used but sometimes popular or relative celebrities will step in. If a game is being made of a film then the game developers will try to hire the same actors for voice recording or take sound clips from the film itself. In the case of Little Big Planet, celebrity Stephan Fry is used for the tutorials.