Designing A Game For Sound
In essence, it appears that game sound
designers finally have all the qualitative tools that film sound designers
have been using for many years. We have already seen many fine examples
of technically improved game audio on the Xbox 360 such as Gears of
War, BioShock and MotorStorm all supporting these "price
of entry" features of next-gen audio development.
However, this is where games, and similarly
many motion pictures, hit a proverbial brick wall in terms of sound
-- because story, and more pertinently gameplay, must be designed for
sound from the ground-up. There is an aesthetic/collaborative issue
at the heart of being more like film, not a technical qualitative issue,
and it is something that arguably game sound is agile enough to do better
than film sound.
The movie sound designer Randy Thom
has very lyrically stated that a movie must be designed for sound, rather
than the other way around. This essentially means that a sound designer,
or a director who cares and allows opportunities for sound to be used
well in a film, should be involved as early as possible (meaning the
pre-production period) in helping craft the storytelling elements of the
movie.
Randy's work with director Robert Zemeckis bears testament to
the benefits of this collaborative process with movies such as Cast Away
and the brand new Beowulf containing many fascinating "sound moments".
Although still frustratingly uncommon
among movies, game sound can certainly learn, and improve by using this
practice as there are often full-time, in-house sound personnel physically
sitting in the building at the time of pre-production.
Another advantage
in game sound is that the game development process, and the roles of
game development staff, are more mercurial than those working in the movie
development process - the motion picture industry, particularly at the
Hollywood level, has solidified into very rigidly defined jobs at very specific
times whereas the game development model is still so young, experimental
and flexible in terms of structure that it gives a good chance of getting
this right before the development process solidifies.
There prevails an attitude among game
designers and producers (much like the attitude of movie directors)
that sound's job is to work miracles quickly and cheaply at the end
of production with little or no collaboration in the creative process
up to that point. One such core principle in designing a movie for sound
is allowing the characters, at the script stage of development, a chance
to listen to their environment and to hear things, essentially giving
the characters "ears". This allows the sound designer to exploit
more creative opportunities using the point of view of a character later
on in production and post-production.
Narrative games certainly have strong
characters, and many of them often have very identifiable points of
view. It is a real challenge for sound designers to become involved
and be more influential in the early storyboarding and early game design
concepts. In many ways the potential for point of view is much stronger
in games than in movies.
The taunting mechanic in Scarface: The World
is Yours is one such example of where a sound feature is used to
both further the gameplay from moment to moment and also to re-enforce
the way the player experiences the character of Tony Montana. Dialogue
is used here to both express the rage of the character during combat
and also as a method of "building up points" to activate "rage
mode" -- itself a core gameplay feature.
I believe that in order to change the
trend, it is up to us -- as sound personnel responsible for making great
games -- to be the ones who push for further involvement in pre-production
on game titles. After all, it is not just going to happen on its own,
overnight.
There are now so many ways of manipulating
sound available to game sound designers, all they need is a game that
really welcomes and relies on sound to form a cornerstone of its gameplay.
There certainly isn’t the game equivalent of a movie like Apocalypse
Now out there right now, which was a movie that arguably allowed the
most opportunities of any 20th century film for sound to come in and
tell at least half of the story. But there could be.
One of the biggest areas of challenge
for audio on next generation cinematic titles, and indeed for all development
disciplines, is to become much more interwoven with one another from
the earliest planning stages of game design both technically and aesthetically.
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