The IEZA framework for audio in games
Based
on our review of literature and repertoire we have formulated a
framework that uses an alternate approach to classify game audio: the
IEZA framework. The primary purpose is to refine insight in game
audio by providing a coherent organization of categories and by
exposing the various properties of and relations between these
categories.
The
categories and dimensions of the IEZA framework will be described in
the following paragraphs and are represented in the following
illustration:
Caption: The IEZA framework
The first dimension
On
one hand, the game environment provides sound that represents
separate sound sources from within the fictional game world, for
example the footsteps of a game character in a first-person shooter,
the sounds of colliding billiard balls in a snooker game, the rain
and thunder of a thunderstorm in a survival horror game and the
chatter and clatter of a busy restaurant setting in an adventure
game.
On
the other hand, there is sound that seemingly emanates from sound
sources outside of the fictional game world, such as a background
music track, the clicks and bleeps when pressing buttons in the Heads
Up Display (HUD), as well as sound related to HUD-elements such as
progress bars, health bars and events such as score updates. In other
words, sound originating from a part of the game environment that is
on a different ontological level as the fictional game world.
Stockburger
(2003) was the first to describe this distinction in the game
environment and uses the terms diegetic
and
non-diegetic.
These two terms originate from literary theory, but are used in film
sound theory as well (for instance by Chion (1994, p.73)). When they
are applied to game environments, one has to consider the fact that
games often contain non-diegetic elements like buttons, menus and
health bars that are visible on screen4.
Film rarely features non-diegetic visuals and even if it does, these
visuals are not often accompanied by sound.
The
diegetic side of the framework
Effect
The
diegetic side of the IEZA framework consists of two categories. In
the first category, named Effect, audio is found that is
cognitively linked to specific sound sources belonging to the
diegetic part of the game. This part of game audio is perceived as
being produced by or is attributed to sources, either on-screen or
off-screen, that exist within the game world. Common examples of the
Effect category in current games are the sounds of the avatar (i.e.
footsteps, breathing), characters (dialog), weapons (gunshots,
swords), vehicles (engines, car horns, skidding tires) and colliding
objects.
Of
course, there are many games that do not feature such realistic,
real-world elements and therefore no realistic sound sources.
Examples are games such as Tetris,
Rez
and New
Super Mario Bros.
The latter features only a few samples of speech (that of the
characters Mario and Luigi) while the rest of the audio consists of
synthesized bleeps, beeps and plings. These non-iconic signs refer to
activity of the avatar Mario and events and sound sources within the
diegetic part of the game and we therefore consider these part of the
Effect category. Sound of the Effect category generally provides
immediate response of player activity in the diegetic part of the
game environment, as well as immediate notification of events and
occurs, triggered by the game, in the diegetic part of the game
environment.
Sound
of the Effect category often mimics the realistic behavior of sound
in the real world. In many games it is the part of game audio that is
dynamically processed using techniques such as real-time volume
changes, panning, filtering and acoustics.
4
When the
terms diegetic and non-diegetic are used in the context of games, one
has to acknowledge the fact that non-diegetic information can
influence the diegesis, because of interactivity. For example, a
player controlling an avatar can decide to take caution when noticing
a change in the non-diegetic musical score of the game, resulting in
a change of behavior of the avatar in the diegetic part of the game.
In some cases, this trans-diegetic process needs to be taken into
account when using the terms diegetic and non-diegetic. Yet, diegetic
and non-diegetic have more or less become the established terms
within the field of game studies to describe this particular
distinction in the game environment.
Zone
The
second category, Zone,
consists of sound sources that originate from the diegetic part of
the game and which are linked to the environment in which the game is
played. In many games of today, like Grand
Theft Auto: San Andreas
and FIFA
07,
such environments are a virtual representation of environments found
in the real world. A zone can be understood as a different spatial
setting that contains a finite number of visual and sound objects in
the game environment (Stockburger, 2003, p. 6). It might be a whole
level in a given game, or part of a set of zones constituting the
level.
Sound
designers in the field often refer to Zone as ambient, environmental
or background sound. Auditory examples include weather sounds of wind
and rain, city noise, industrial noise or jungle sounds. The main
difference between the Effect and Zone category is that the Zone
category consists chiefly of one
cognitive
layer of sound instead of separate specific sound sources. Also, in
many of today's games, the Effect category is directly synced to
player activity and game events in the diegetic part of the game
environment.
Sound
design of the Zone category is generally linked to how environments
sound in our real world. Zone also often offers "set noise",
minimal feedback of the game world, to prevent complete silence in
the game when no other sound is heard. The attention (and therefore
immersion in the game) of the player can benefit from this
functionality.
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His 8 page DiGRA paper presents a thorough but accessible typology and the 383 page doctoral thesis is an exhaustive study of the subject.
Grimshaw, Mark and Schott, Gareth. "Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters". Situated Play, Digital Games Research Association. (Tokyo: The University of Tokyo, September, 2007).
http://www.digra.org/dl/display_html?chid=http://www.digra.org/dl/db/07311.0 61
95.pdf
(Last accessed 24th January 2008)
Grimshaw, Mark. "The acoustic ecology of the first-person shooter". Unpublished PhD thesis. (New Zealand: University of Waikato, 2007). http://www.wikindx.com/mainsite/phd.html
(Last accessed 24th January 2008)
Best regards, Gareth White
Ekman, Inger (2005). Understanding Sound Effects in Computer Games In Proc. Digital Arts and Cultures 2005, Kopenhagen, Denmark.
This is my own attempt at a first framework, written some years ago. The main dimensions under scrutiny are diegetic/non-diegetic (determined by where sounds emanate from and how they behave in the game world) as well as the referent-relationships of functions, i.e. whether the event behind the game is part of the diegesis (something happening in the game world) or not (player's actions with non-diegetic parts of the game such as interface buttons). I think at that point I was a bit too nitpicky with the distinction of diegetic, going too strongly for audio realism. Nevertheless, some aspects of realism (e.g. the transmission of sounds between players that you mention, too) can readily affect the interpretation of sounds as belonging or not belonging to the game diegesis.
Can't find the whole proceedings online anywhere, but the paper is available at: http://www.uta.fi/cgi-bin/cgiwrap/ie60766/log-links.cgi?url=http://www.uta.fi/~i
e60766/work/DAC2005_Ekman.pdf
Joergensen, Kristine (2006). On the Functional Aspects of Computer Game Audio. Proc. AudioMostly 2006, Piteå, Sweden.
Joergensen acknowledges there is a diegetic/non-diegetic divide, but continues to distinguish between game sound by their functions. She identifies five main functions: action oriented, athmospheric, orienting, control-related and identifying.
Available at: http://www.tii.se/sonic_prev/images/stories/amc06/amc_proceedings_low.pdf