The non-diegetic side of the framework
Interface
The
first category of the non-diegetic side of the IEZA framework,
Interface,
consists of sound that represents sound sources outside of the
fictional game world. Sound of the Interface category expresses
activity in the non-diegetic part of the game environment, such as
player activity and game events. In many games Interface contains
sounds related to the HUD (Heads Up Display) such as sounds synced to
health and status bars, pop-up menus and the score display.
Sound of the Interface category often distinguishes
itself from sound belonging to the diegetic part of the game (Effect
and Zone) because of interface sound design conventions: ICT-like
sound design using iconic and non-iconic signs. This is because many
elements of this part of the game environment have no equivalent
sound source in real life. Many games intentionally blur the
boundaries of Interface and Effect by mimicking the diegetic concept.
In Tony Hawk's Pro Skater 4, Interface sound instances consist
of the skidding, grinding and sliding sounds of skateboards.
Designers choose to project properties of the game world onto the
sound design of Interface, but there is no real (functional) relation
with the game world.
Affect
The
second category of the non-diegetic side of the framework, Affect,
consists of sound that is linked to the non-diegetic part of the game
environment and specifically that part that expresses the
non-diegetic setting of the game. Examples include orchestral music
in an adventure game and horror sound effects in a survival horror
game. The main difference between Interface and Affect is that the
Interface category provides information of player activity and events
triggered by the game in the non-diegetic part of the game
environment, while the Affect category expresses the setting of the
non-diegetic part of the game environment.
The
Affect category is a very powerful tool for designers to add or
enlarge social, cultural and emotional references to a game. For
instance, the music in Tony
Hawk's Pro Skater 4 clearly
refers to a specific subculture and is meant to appeal to the target
audience of this game. The Affect category often features affects of
sub-cultures found in modern popular music, but the affects of other
media are also found in many games. Because most players are
familiar with media such as film and popular music it is a very
effective way to include the intrinsic value of the affects.
The
second dimension of the framework
As
we have seen, the first dimension distinguishes categories belonging
to the game world (diegetic) and those who are not belonging to the
game world (non-diegetic). But there also is a second dimension. The
right side of the IEZA framework (Interface and Effect) contains
categories that convey information about the activity
of
the game, while the left side (Zone and Affect) contains categories
that convey information about the setting
of
the game.
Many games are designed in such a way that the setting is
somehow related to the activity, for example, by gradually changing
the contents of Zone and Affect according to parameters such as level
of threat and success rate, which are controlled by the game
activity. We also gain an insight concerning the responsiveness of
game audio: only the right side of the framework contains sound that
can be directly triggered by the players themselves.
Summary
-
The
IEZA framework defines the structure of game audio as consisting of
two dimensions. The first dimension describes a division in the
origin of game audio. The second dimension describes a division in
the expression of game audio.
-
The
IEZA framework divides the game environment (and the sound it emits)
into diegetic
(Effect
and Zone) and non-diegetic
(Interface
and Affect).
-
The
IEZA framework divides the expression of game audio into activity
(Interface
and Effect) and setting
(Zone
and Affect) of the game.
-
The
Interface
category
expresses the activity in the non-diegetic part of the game
environment. In many games of today this is sound that is synced
with activity in the HUD, either as a response to player activity or
as a response to game activity.
-
The
Effect
category
expresses the activity in the diegetic part of the game. Sound is
often synced to events in the game world, either triggered by the
player or by the game itself. However, activity in the diegetic part
of the game can also include sound streams, such as the sound of a
continuously burning fire.
-
The
Zone
category
expresses the setting (for example the geographical or topological
setting) of the diegetic part of the game environment. In many games
of today, Zone is often designed in such a way (using real time
adaptation) that it reflects the consequences of game play on a
game's world.
-
The
Affect
category
expresses the setting (for example the emotional, social and/or
cultural setting) of the non-diegetic part of the game environment.
Affect is often designed in such a way (using real time adaptation)
that it reflects the emotional status of the game or that it
anticipates upcoming events in the game.
4.
Discussions and future work
In
this article we have described the fundamentals of the IEZA
framework, which we developed between 2005 and 2007. The framework
has been used at the Utrecht School of the Arts (in the Netherlands)
for three consecutive years as an alternative tool to teach game
audio to game design students and audio design students. For two
successive years we gave our students the assignment to design a
simple audio game5.
The framework was only presented to the students of
the second year as a design method. We found that the audio games
developed in the second year featured richer sound design (more
worlds and diversity), better understandable sounds (for instance,
the students made a clear separation between Interface and Effect)
and more innovative game design (games based on audio instead of game
concepts based on visual game design). The students indicated that
the framework offered them a better understanding of the structure of
game audio and that this helped them conceptualize their audio game
designs.
The
framework offers many avenues for further exploration. For instance,
it is interesting to look at the properties of and the relationships
between the different categories. An example of this is the
observation that both Effect and Zone in essence share an acoustic
space (with similar properties and behavior), as opposed to Interface
and Affect, which share a different (often non-) acoustic space6.
In
many multiplayer games, it is only the acoustic space of Effect and
Zone that is shared
in real time by players. Such observations can not only be valuable
for a game sound designer, but also for a developer of a game audio
engine. It is also relevant for designers incorporating player sound
in games, because whether or not the player sound is processed with
diegetic properties, defines how players perceive the origin of the
sound.
An
insight we discovered while designing with the framework is that the
right side (Interface and Effect) is more suited to convey specific
game information such as data and statistics, whereas the left side
(Zone and Affect) is more suited to convey game information such as
the feel of the game.
The
IEZA framework is intended as a vocabulary and a tool for game audio
design. By distinguishing different categories, each with specific
properties or characteristics, insight is gained in the mechanics of
game audio. We believe the IEZA framework provides a useful typology
for game audio from which future research and discussions can
benefit.
5
Games
consisting only of sound. For more information please visit:
www.audiogames.net.
6
Interface
is the part of game audio that is the most likely to remind the
player that he or she is playing a game. Therefore designers often
add diegetic properties such as acoustics or similar sound design to
make the interface category less intrusive.
References
Chion, M. (1994). Audiovision, Sound
on Screen. New York: Columbia University
Press.
Collins,
K. (2007). "An Introduction to the Participatory and Non-Linear
Aspects of
Video
Games Audio." Eds. Stan Hawkins and John Richardson. Essays on
Sound
and
Vision. Helsinki : Helsinki University Press. (Forthcoming)
Folmann,
T. (2004). Dimensions of Game Audio. SHHHHHHHHHHHHH audio blog.
Retrieved
November 5, 2004 from:
http://www.itu.dk/people/folmann/2004/11/dimensions-of-game-audio.html
Friberg,
J. and Gardenfors, D. (2004). Audio games - New perspectives on game
audio.
Paper presented at the ACE conference in Singapore, June 2004.
Retrieved
August
2004 from:
http://www.sitrec.kth.se/bildbank/pdf/G%E4rdenfors_Friberg_ACE2004.pdf
Leeuwen,
T. van. (1999, October). Speech, Music, Sound. London: Macpress.
Salen,
K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals.
Cambridge,
Massachusetts: MIT Press.
Stockburger,
A. (2003). The game environment from an auditive perspective. In:
Copier,
M. and Raessens, J. Level Up, Digital Games Research Conference (PDF
on
CD-ROM).
Utrecht, The Netherlands: Faculty of Arts, Utrecht University.
Weis,
E and Belton J. (1985). Film Sound: theory and practice. New York:
Columbia
University
Press.
Games:
Grand
Theft Auto III
(PC). Rockstar Games. Released May 21, 2002.
FIFA
07
(PC). EA Canada, EA Sports. Released September 2006.
Tony
Hawk's Pro Skater 4
(PC). Aspyr, Beenox. Released Aug 27, 2003.
New
Super Mario Bros (Nintendo
DS). Nintendo.Released May 15, 2006.
Tetris
(Nintendo Game Boy). Nintendo. Released June 14, 1989.
Rez
(PlayStation 2). United Game Artists, Sony Computer Entertainment.
Released November 21, 2001.
|
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