From 8-bits to Grammys: Videogame Sound and Music

Upon reading the assigned articles for the week, I was struck by how little I had previously appreciated the music, or really any sound for that matter, in video games. Sure, I’d always noticed that if I was playing Kirby, and I was trying to inhale something that there was a specific whirring noise associated with it, but I never gave it much thought. Upon looking closer, I notice how, as Zach Whalen says, certain music and sounds do “draw [me] forward through the sequence of gameplay” as well as how it can make the game world more vividly real. It was interesting to think about the noises that characters make when they run and try to jump to another ledge, and, how partially based on the sound, I know whether or not they will fall before it happens in the game world. I also know whether or not I’ve unlocked a new ability (for example gaining a new soul in Castlevania), or if I’ve leveled up (for example when you fulfill your experience points in Pokemon).

After thinking about music in games, I thought that it was interesting to reflect upon the relation of music to mood. In cinema, if you turn off the sound for a scary movie, often times it is no longer as scary. When we watched the trailer for Dead Island last week, the first trailer we saw was very sad. The second didn’t cue up the sounds properly, which was disorienting. However, when we watched the same trailer with semi-sung commentary, we all laughed hysterically. Granted, he was saying funny things, but the same visual was completely changed by the audio.

One last thing I wanted to touch on was the evolution of music in video games. The 8-bit loop that Karen Collins discusses at length in her article was mainly constrained by technological problems like not having enough memory, however, this forced game designers and composers of 8-bit music (there didn’t appear to be a lot of them, if any) to be more creative to work well with what they had. If you look at that, and then think that Civilization 4  had the first song created for a video game to win a Grammy, you see a huge change. Do you think that that has more to do with technological advances, or do you think that it might have something to do with the evolution of more narrative driven games?

Posted in First Readers | 1 Comment

Music facilitates play.

Music seems to serve a lot of variable functions in video games. While there are diegetic and non-diegetic elements of music in games, it also acts to create an atmosphere for the game. Some games are more stressful, such as the example of Silent Hill, while other games are more relaxing at times, like Ocarina of Time or Mario Brothers, according to Whalen. What I considered about music and sound in games is how visuals become inherently connected to aural sensations. For instance, one of the main features in the definition of Uncanny Valley is that the movements of the animated characters do not quite match to the sounds they are making, just as how singers lose impact when they lip-synch, particularly if they lip-synch poorly. In my experience, sometimes when my computer starts to act up the speakers don’t work properly and this jars the gaming experience. Without the correct music happening at the correct time, the game loses some of its appeal and the flow I once had for it. Maybe it’s just me, but music helps me grok the game better, if simply because there is a certain pattern in the music that corresponds to the game. As a classically trained pianist, I have a similar experience when I’m playing a piece and, in missing one important note, the entire flow of the piece is ruined.

In your past, has music either positively or negatively affected your gameplay? Aside from the obvious choices of Guitar Hero or Rock Band.

Posted in First Readers | 3 Comments

It’s all in your head.

Whalen made a fitting parallel between how games and cartoons use sound/music to enhance the actions of the characters. When reading the article, I thought about how playing a game without music and watching a cartoon without sound compare. Firstly, you would be considerably lost with regards to the story if you were to watch a cartoon without noise. Sure you can see emotions on the cartoons faces, as well as get an idea of what they were going to do through the over-exaggerated action drawings; however, without the sounds you lose the narrative. In playing a video game without sound you would, at least in my opinion, also be lost. The sounds guide you and hint you through the game. Not only do the sounds let you know where you are, they clue you into whether you’re doing something right or if you’re heading for danger. Music and/or sound amplify actions.  I also wonder what aspect of the noise within a game is more important; would it be game music or game sound?

Another comment that grabbed my attention was music’s role in “aid[ing] in an audience’s perception of a spatial diegesis.” I never thought about how mickey mousing affected the way I perceived what I was viewing on the screen. Even when I played Legend of Zelda: Ocarina of Time ,  I just thought that the heavy use of music was a clever twist to an otherwise traditional game where you’re off to save the princess, but looking back on how I played the game I notice that I identify certain places with their theme music and characters with the song they taught Link. You would know when the sun was about to set or skeletons were going to pop out of the ground by a change in ambient music. I remember that Zelda was the only game to ever give me nightmares just because of the eerie and super intense music that played when I was trying to kill the spider in the tree of life. It made seeing the spider 10x’s worse, and killing the spider 10x’s harder to the point where I finally had to turn off the sound to get through it (I dislike spiders). A game that uses sounds to impress a certain meaning upon a shown action gives the game another dimension.

Posted in First Readers, Uncategorized | 2 Comments

Sound in video games. also winterbells

When i first think of sound in video games i think it is important to realize how essential they are to most games.  Not just as Whalen says in the article as a tool for reinforcing behavior or emotion, or telling they story they are part of the immersion into the game as a whole.  To prove this just think about a game and how that game would be different without music.  Whenever i play a video game the music and sound is a very important part of playing the game.  When I play competitive games online I have to listen to the sounds of the game and the background music or I don’t play as well. I am not fully immersed in the game world without the music and the sounds of the game playing.

Most games use sounds to reinforce and control behavior in the game.  For instance in Ocarina of time when your character, Link, gets hurt he makes a grunt of pain.  This not only immerses you into the game world it also gives a audio incentive to avoid harm to Link, beyond losing part of your health heart.

I think Whalen chose the perfect game to base his argument around in Ocarina of Time.  Every area had a different sound track that helped set the mood of the area and increase the immersion of the player.  I remember to this day most of the music in that game and as a child it definitely made the game stand out from a lot of other games i was playing.  The mechanics of the game also reinforced the music in the game because your character could play music and had to learn and play new songs to advance the story line.  Other games have made music tie into their story and play but I’ve never seen it done better than Ocarina of Time.

Another game that i thought we should play as an example of music really adding to the game is another game that i play a lot on the same website as The Crossing; Winterbells

Posted in First Readers, Links | 1 Comment

Mickey Mousing

Whalen, in his article on music and video games, brings out one aspect in particular which he describes as “mickey mousing”.  This effect is basically the synchronization of certain events or activities in a game and the music that accompanies them.  Whalen uses the example of Mario’s jumping sound contrasting it when Mario is small and when he is super Mario.  The game plays a “bouncing” sound that many people associate with a jump or an upward motion.  The goal of this is to increase a players immersion in the game by having the music respond to what the player would do in a way that the player would expect.

This reminded me of the part of any Zelda game when the character opens a chest.  Chest’s always contain good items and they are associated with a slowly increasing triumphant set of chords that culminate in a trumpet blast.

This music combines with a slow camera rotation around Link as he opens the chest and then holds the item aloft.  The music definitely adds to the feeling of accomplishment or success when Link gains another item.  Once my friend had this sound as his ring tone and when I heard it in a different context from the game it still gave me that feeling of accomplishment.

Do you think that playing the game made me associate this sound with discovery and completion, or did I already associate the sound with good feelings?

What if the same action were performed to a different sound, or an anti-sound like a dirge?  Would I associate the action with the same feelings?

In what other more modern games do you see the concept of mickey mousing?

Posted in First Readers | 4 Comments

The Music in The Crossing

The Crossing, by Ferry Halim, is a game in which the player must use a sliding platform to allow the deer go from one side of the stream to the other. If you miss, the deer will then fall, and then die. Even though the actual death of the deer is not seen, it is known to be coming. This adds more emotion than just having a ball, since it is a representation of a living animal. When I missed a deer, I immediately thought of Bambi, which is known to have emotion about deer.

It is as if Pong was given a new skin and became only a one-sided game. Instead of having a ball, there are deer, and instead of having the deer be influenced in their direction by the sliding platform, the platform is just helping them move in their own predetermined direction.

The Crossing does not have a goal other than not letting the deer die and to let them cross the stream. There is no specific “ending”, other than when you get a game over. You just keep playing until you lose.

I believe that this is more of a showcase for the non-diegetic music in the game. The orchestral music is very meditating and soothing. But because of the music, the player does not feel like they necessarily have to reach a goal or complete the task – the music does not punish you for missing a deer nor does it reward you for not missing a deer.

The song for the video can be found here. The song just keeps playing over and over again. It starts once you start playing the game, and it does not stop until you exit the site or go to a different page of the site. Even when you lose, the song keeps playing, and when you play the game again, it just keeps continuing. There is also no option to turn the sound off from the site, meaning that it was intended for the player to hear the song while playing. The only way to not hear the song is to mute your computer.

Posted in First Readers | 1 Comment

Video Games and Storytelling+Humor=Awesome.

This is a really really neat way to present the evolution of video games and storytelling. This video lecture on Youtube is by a professor who wanted to do more than just talk to his students about video games and storytelling. I got a kick out of it and hope you will too!

Posted in Uncategorized | 1 Comment

Articles Reviewed for Inquiry #1 on Game Studies

Here’s a list of all the videogame studies articles HNRS 353 students examined for Inquiry #1:

Conway, Steven; Esplin, Bruce; Moeller, Ryan. (2009, November). Cheesers, Pullers, and Glitchers: The Rhetoric of Sportsmanship and the Discourse of Online Sports Gamers. Game Studies Journal Volume 9 issue 2. Retrieved February 5th 2010. http://gamestudies.org/0902/articles/moeller_esplin_conway

Posted in Links | Comments Off on Articles Reviewed for Inquiry #1 on Game Studies

More on Dead Island

More info on the Dead Island trailer we watched in class: an interview with the creators of the trailer. It sounds like the eventual game will resemble the trailer in atmosphere only. The family we see aren’t even in the game; they were videocaptured actors cast solely for the trailer.

Posted in Links | Tagged , , , , | Comments Off on More on Dead Island

Questions on Sound

Before reading Whalen’s article on music in videogames, I did not give much thought to the music I hear while playing a game. I knew that certain beats, tempos, and rhythms elicited certain emotions in me, like fear, happiness, and agitation, but I never really thought of how the music altered my mood. Truly, this aspect of game design helps immerse a player in the game world and, as Whalen suggests, causes one to be “…blissfully unaware of one’s surroundings and the passing of time”. I can think of many times that I have been so immersed in a game that when I finally pause, I am surprised to see that four or five hours have passed since I began playing. This brings me to my first question: have any of you found yourself in a similar situation of total immersion while playing a video game?

Continuing on, three games are examined in this article: Super Mario Brothers, Legend of Zelda: Ocarina of Time, and Silent Hill. With Super Mario Brothers, Whalen describes how an increase in the music’s tempo signals to players that time is running out. This brings me to my second question: if you were to play Super Mario Brothers without sound, do you think you would notice the timer more or less? For myself, I would feel compelled to look at the timer more often, since I would not have any audio cues to alert me. Others, though, might forget about the timer until it is too late.

In his analysis of Legend of Zelda: Ocarina of Time and Silent Hill, Whalen discusses how a change in music can alert players to an approaching danger or villain. Sometimes this is integral to survival, as in Silent Hill, and other times it is supplementary to the player’s own view of the game space, as in Legend of Zelda: Ocarina of Time. I also found it interesting that Whalen believed that survival horror games must “sustain a consistent and pervasive mood of terror or apprehension in the player”. Since I have never played a survival horror game (I have only watched someone else do so), I ask those of you who have if you agree or disagree with this statement. Can you think of any horror games that have “happy” or “uplifting” music, even if it is only for a small portion of the game?

Finally, if you all have the time, I urge you to go to this website and listen to the sound clips posted by Gnik. Afterwards, describe the emotions you felt while listening to each. I think it will be interesting to see if most of us feel the same or different about the music. Also, do you think you would feel a stronger emotion if you were able to see the scenery that accompanies the sound?

Posted in First Readers | Comments Off on Questions on Sound

Nintendo Goes Bananas

In the first reading we learned about Nintendo and all of its successes in their rise to power.  In their history, Nintendo was quick to take legal action first, then to sort out a solution next. In recent times there has been another example of this tactic.  This kind of harsh reaction to any form of possible emergent controversy may have been efficacious, but are they necessary anymore in the now established market of videogames?

Posted in Links | 1 Comment

Sims and Social Space

Obviously, video games’ diegetic space influences the way we interact with the game world, but author Charles Paulk argues that game space also alters the way we interact with the real world.  After extensive description of The Sims, Paulk links current interior design trends with the game’s popularity.  He argues that the game heightens the player’s awareness of their surroundings since it requires the player to pay close attention to the how small aesthetic details alter their Sims’ moods.

In addition, the game’s structure assumes that “modern objects comprise a sign system, and like linguistic signs, they only acquire meaning in relation to one another.”  Thus, “the project of “man the interior designer” is to assert his place in the social order via strategic manipulation of these signs.”  The game subtlely, constantly reinforces the idea that the “skillful arrangement of objects” as well as “owning the right objects” not only creates happiness but also increases social status.  As the parallel trends between The Sim’s popularity and home improvement stores’ profits suggest, this value system has trickled into real life, resulting in an incredibly design-conscious culture.  As Jean Baudrillard notices, “we are beginning to see what the new model of the home-dweller looks like: ‘man the interior designer’ is neither an owner nor a mere user-rather, he is an active engineer of atmosphere.”

However, Paulk also realizes that several factors, including the popular TV show Trading Spaces, have worked together to bring about this cultural shift.  As a frequent blogger, I would add that the huge spike in design blogs as well as websites (tumblr, pinterest) devoted to efficiently re-blogging have encouraged people to develop personal taste and to see their “life spaces” as extensions and reflections of their personalities.

Posted in Links | Comments Off on Sims and Social Space

Games made for the movies

So with the last in class video talking about the link between movies and games, and the need for a narrative, I thought I’d share some movie projects I had heard about concerning the combination of film and games.  While they may not all be made, I think there is a good chance a few will (Battleship is said to be post-production), especially with the big names attached to the projects (Ridley Scott, Michael Bay, Liam Neeson).  The games turned to movies are Monopoly, Battleship, Ouija Board, Space Invaders, and Asteroids.  While the first two are classic games, they have been converted to video game form.

Posted in Links | Comments Off on Games made for the movies

Keeping up with cinema

While I was looking online, I found an article about the Nintendo 3DS set to be released on March 27th. Then I searched videos on it to see what it really was. My brother has the Nintendo DSi which I have played on before, but I did not know that they were taking hand-held games to this level. The first thing that I thought of after seeing the video was the fact that so many movies these days are coming out in 3D. Some can even be bought in 3D on DVD. There are new tv’s that enhance any 3D movie or show.

In class we talked about how games copied literature and cinema by adding a story line to many games in order to become a recognized kind of entertainment when the gaming world was just starting out. Gaming today has been established as entertainment for all ages because of  how games have adapted to popular culture. So I think this is another way the gaming world is trying to keep up with the times and compete with cinema as the top form of entertainment.

Posted in Links | 1 Comment

Respondent – For “The Goal of the Console”

I agree that Donkey Kong and Mario are very similar, but I think that this was done on purpose. Nintendo knew the fame that the Donkey Kong game had with consumers, so they realized that this type of platform game was what people would spend money for. Another reason for them being similar is that the Mario game came out of the Donkey Kong game – this was almost like a sequel, having the same character with the same objective.

Even though there might be different elements to the games, I see your point on how it is as if they have different skins. But, I do not agree fully on that point. We saw in class how there were many different versions of Tetris, but they are all essentially the same game. Yes, Mario and Donkey Kong are both platform games, have the same characters, and the same objective, but the way of playing is different. In Donkey Kong all you do is move Mario around by climbing ladders and jumping over the barrels. In Mario, you have many more obstacles, there are extra ways to earn points and lives, there is an actual world that you can explore, and your character can change. I think that there are many more differences than similarities between the two games.

Posted in Respondents | Comments Off on Respondent – For “The Goal of the Console”