PDA

View Full Version : The State of Game Audio



wraggster
September 5th, 2008, 19:07
The extent to which a game's sounds and music can affect a player's enjoyment is often overshadowed by other characteristics, such as graphics or gameplay. That said, I'm sure most players have had an experience where the audio really contributed to making the game great, whether it was an epic soundtrack, excellent narration, or just intuitive sound effects. Rock, Paper, Shotgun is running a feature discussing the state of game audio in today's market, discussing how far it has come, and where it's going.
"Games present some unusual problems, like the mix having to adjust itself to suit a situation created by the player, rather than the static vision of a single director. Game designers have to have a flexible attitude towards factors such as the amount of time spent listening to the same piece of music and the potential for sonic overload if too many game sounds are played simultaneously. ... CryTek's Florian Füsslin explained that Crysis' lavish soundscape was defined primarily by what information the player needs to hear. 'We often went for the concept "less is more" or let's better say "important things first." We used a pretty solid priority system which cuts quiet or unimportant sounds in an audio busy situation like combat. Together with the right mix we were able to provide a dense soundscape in all situations players might run into.'"

http://games.slashdot.org/article.pl?sid=08/09/04/2032231

jaws365
September 6th, 2008, 06:23
I don't like it when games use MTV-music, like for example EA games, then I turn the music off or play my own cds instead. I like to be in a fiction when I play games and that is often strengthened by unique gamemusic especially written for a scene.