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Marissa Lorberau

1. Beginnings 3. Some Experimenting...


As an English Major and a -> Can I model some of these
hobbyist writer, storytelling findings on my friends?
has always been an interest. 4. The Decision to Focus on
How can music tell stories?
Gaming:
-> Narrative Music
Narrative music in film has
2. Gathering Resources been done to death, but
Jorgensons dissertation and the role of soundscapes in
the role of games. interactive media is less
-> Point of Intrusion developed.
Research Question: How do
we use sound to both literally
and metaphorically build
worlds?
The role of ambient sounds
vs. interactive sounds.
How does sound impact
gameplay?
What is the role of sound in
story-heavy games as
compared to more directly
interactive ones?
The basic definition, as In gaming, soundscapes are
compiled from a variety artificially constructed but
must still satisfy the same role
of dictionary sources, is
as they would in any other
something along the lines environment while also often
of the range of dealing with fantasy
perceivable sounds that elements that dont
make up an necessarily have a natural
environment. analogue (VanOrd).
Sensory Engaging the
senses as a way of creating
a pleasurable experience
Challenge Using sound as a
way to gratify the player for
achievements. Pavlovian
conditioning.
Imaginative Full
engagement with the
constructed world through
soundscape development
(Huiberts)
I couldnt find anything
dealing specifically with
videogames but it is well
documented that music in
film can aid in viewer
retention of the story
(Fischoff)
I decided to do some
experimenting of my
own
Assessment Areas Results
1) How long it took them to get 1) Audio-enabled players all
watched the cutscenes completely
through the cutscenes and their and had better retention whereas
memory of the information those with no audio tended to
afterwards skim the dialogue.
2) Audio-enabled players died in
2) Their response times to their game on average 2 times less than
health bars getting low (usually those with no audio. Those with no
audio attributed their increase in
indicated with a sound cue and damage taken to the lack of audio
a visual cue) cues.
3) Their concept of time-passing 3) Audio-enabled players felt that
time passed more quickly than
(based on a self-assessment) those with no audio.
Video game creation Writers work with sound techs
encompasses a large range of to help them narrate their plots
disciplines and sound and set the emotion of a scene
engineering is bound up in a lot Graphic designers and artists
of them. work with sound techs to help
Sound technicians themselves set an overall mood
occupy a broad range of roles. Game programmers work with
Score composers sound techs to synch up actions
Sound effect techs (apparently, with sound cues
coconuts make a good substitute Advertisers work with sound
for horse hooves)
Audio mixing
techs to market the games
Sound programming Copyright lawyers work with
composers and sound techs to
patent scores.
Sound is an important part The videogame industry
of any environment and it has long used sound
informs a lot of how we (flashback to pong, which
perceive the world. There was hacked to add
are, of course, others ways sound effects) as an
of knowing and perceiving integral part of gameplay
but sound is a very and this has developed
prominent one. into a rich and well-loved
(or despised) element of
the gaming fanbase.

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