
In a previous post I suggested a framework for using the persuasion technique of pacing-and-leading in dynamic audio: first the sound reflects the player’s expectations. Later, the sound does something expected, which makes a successful prediction. Then the sound transforms the player’s perceptions as it diverges from the game.
Let’s sidestep the “everyone is different” discussion and work with generalities. What screen information informs a player’s aural expectations? To know we must understand the screen, so let’s take a closer look. As you consider each element, imagine its possible sonic representations.
In what kind of physical space does the game take place?
•Realistic
•Semi-realistic
•Surrealist
•Abstract
What actions does the game reward or punish?
•Defeating enemies, taking damage
•Gathering powerups
•Reaching a goal point, getting lost
•Solving a puzzle, trying a false combination
•Finding a hidden area
What can we expect from the game genre?
•RPG
•Puzzler
•Platformer
•RTS
•Action
•Adventure
What are the stages of the gameloop?
•Start screen, play, next stage / death
•Explore, fight, level up
•Navigate map, solve puzzles, unlock new map areas
•Harvest resources, build units, explore, conquer
Does the game fit a cinematic genre?
•Fantasy
•Sci-fi
•Detective / crime
•Soap Opera
•Costume Drama
•Romance
What is the color scheme?
•Light or dark
•Vivid or muted
•Crisp or muddled
•Simple or complex
•With or without a point of focus
What type of line predominates?
•Thick or thin
•Textured or plain
•As outline, as texture?
•Straight, angular, or curved
•Parallel or perpendicular
•Euclidean or non-euclidean
•With or without a horizon line
•Layered or flat
•Simple or complex
What shapes predominate?
•Open or closed polygons
•Number of sides
•Round or angular
•2D or 3D
•Euclidean or non-euclidean
What are the general patterns of motion?
•Fast or slow
•Constant or pulsing
•In one direction or back-and-forth
•Single, few, or many moving objects
•Layered or flat
•With or without a relationship to a horizon line
What off-screen informaton is vital to convey?
•Technology level
•Cultural signifiers
•Danger
•Theme
•Tone
What is the overall Information density? How much information must the player track at any given moment?
•Simple or complex
•Focused or dispersed
•Layered or flat
•Increasing or decreasing
What is the challenge level?
•Easy or hard
•Increasing or decreasing
•Predictable or unpredictable
Certainly this is a lot of information, so pare it down. Of the characteristics above, which are salient? What must be emphasized? What does not need to be emphasized? What is not important at all?
In the next step, as I alluded to earlier, music, sound effects, and ambience reflect the player’s expectations. This will be the subject of future posts, where I’ll examine past examples and unmined possibilities. We will consider the experience that visual and ludic materials are meant to portray, because this is the plane where design intersects sound. We will also see how focused design leads to expressive audio.