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fisk
Posts: 9145
Location: Von Oben
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Posted: Sun, 6th Nov 2005 07:25 Post subject: Audio in games |
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Usually, these days - most people talk about graphics, gameplay and in some cases story, when they refer to gaming. Not as oftenly they speak about the audio experience, and what impressions you get from the audio atmosphere... how is the immersive nature of the sound? Does it make you feel as if you're there, etc.
Sometimes I think this is due to the fact that most gamers (and computer owners) waste little time and money to buy a decent HiFi-system, and stick to a pair of plastic stereo-speakers, or in best case, a 2.1 for $20 at walmart.
I must confess, that audio in a game can either make or break it for me. If a game has really good music, and really realistic sound effects, I can forgive it for a whole lot. Whereas a game that has, for instance, the worst sound effects for the weaponry (in an FPS) - I can get so disillusioned, that no story, or high-poly modeled gun will save it for me.
For instance, what made me truly like Vietcong (unlike many others) was the fact that the weapons actually sounded right. They didn't succumb to the Hollywood-trend where everything gets so much bass, it sounds as if you're firing a rocket launcher, when you're firing an SMG. Fact is, in terms of realism, weapons fire is usually quite hollow and snappy (high treble). And it's really important (to me) to have the right reverb-effects on it. If it sounds as if I'm firing my rifle in a small room, when in fact I'm firing outdoors, it takes the mood away for me. It makes me alienated from my gun, and the world the game developers have worked to convince me that I'm in, and therefore I'm out.
Music
Another factor that's become very present, especially in the late 90's up to now, is the fact that music in games have become more and more cinematic. For instance, those who've played Knights of the Old Republic, who cannot remember Darth Revan's soundtrack in the final battle? That sounded so authentically Star Wars, no one really could've known it was made entirely (and exclusively) for that game, not by Mr. Williams, but by Jeremy Soule (who made the soundtrack for Icewind Dale, Baldur's Gate, etc.).
Same thing goes for Rome: Total War. How much of the "real war" atmosphere do I not get from hearing my roaring soldiers as they prepare for battle, and the (somewhat repetetive) speeches of the generals as they rally their troops. This, and the fact that the audio of the marching soldiers (with every metal cringe from plated armors, and screachy leather) makes the believability high, and makes you feel very aware.
As if that weren't enough, the music could've been taken from a Hollywood movie production, and might as well have come from Gladiator, or Kingdom of Heaven, for that matter. It really feels as though you're commanding an army, and it makes you (the player) feel more present, a lot more so, than with the Adlib midi-tracks of the 80's.
Do you guys have any examples of a game that failed for you, because it had the wrong audio experience? Or contrary, a game that rocked your world because it had the right audio experience?
Discuss!
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Somewhat.
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Phluxed
VIP Member
Posts: 4911
Location: Oakville, Ontario, Canada
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Posted: Sun, 6th Nov 2005 08:23 Post subject: |
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A game that I remember failing for me heavily was an MMORPG, Everquest 2 to be specific. The sound effects felt secondary to the lifelike graphics. I was disappointed how un 'fantastical' it sounded. When I think of a fantasy type atmosphere, I hear very mystical sounds, not the boring sounds in Everquest.
Conversely, I found that World of Warcraft was a masterful use of simplistic sound to give a world a sense of atmosphere. It was done with artistry and with a sense of being very magical. I can remember being very frustrated when I joined guilds that used ventrilo all the time and wouldn't want to hear the background sounds over the mic. I just said as little as possible and left the sound effects on 
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Posted: Sun, 6th Nov 2005 08:25 Post subject: |
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Till only recently I had 2.0 speak setup, I didnt know how much I was missing 5.1 surround sound, once I hooked up my Z5500 system I was blown away by all the sound I was missing and by how rich and "life-like" it sounds.
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crossmr
Posts: 2966
Location: United Kingdom
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Posted: Sun, 6th Nov 2005 20:00 Post subject: |
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I made a point of positioning my desk so that it was perpendicular to a wall in the corner so that it would be easy to set up the 5.1 sound (I put a shelf behind the chair to hold them)
I've thoroughly enjoyed it, even though occasionally it gets "unset" by a game or program that feels the need to change my speaker configuration to desktop speakers. I'm thinking about investigating the registry to see if I can find a setting that will limit the control of that setting.
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Posted: Sun, 6th Nov 2005 20:41 Post subject: |
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I think, for the most part, audio in games is only really mentioned if it is either much better or much worse than the game it is associated with. Nobody will have continued to play through a bad game on account of great audio, but in a good game with great audio you'll maybe mention it. If you look at the number of sound engineers tied to a project it's probably a lot less than other areas of development which is a pity.
As for the bass, I think for music then HiFi is important, but for movies/games it needs to be exagerated and over the top. As with all art it's subjective.
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Posted: Sun, 6th Nov 2005 22:31 Post subject: |
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If I had to pick my favourite though:), Final Fantasy 7 no doubt. The script, music everything about the game fucking ruled. The next FF game I played was 10 or 11 which I thought was shit funnily enough.
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