There are many technical
advancements that are being studied which will change the way game audio is
approached. Ideas such as procedural audio and generative music are areas
surrounding this research into the advancement of game audio. They look into
creating real time audio assets whilst the game is running, using analysis and
physical modeling as a way to recreate the sounds. Although this leads to a
list of positives (non-repetition, reduced memory footprint and more control),
it also comes with its negatives (CPU usage, difficult to debug). This is why
it is currently being looked into, as a way to get around the cons and begin
implementing this approach into games. We can see the generative music approach
already happening in some games, one example being Spore, where renowned composer Brian Eno has implemented a
generative and reactive music system which cooperates with the games events.
Creative Innovation
Although technology is one area
that guarantees to innovate the way games operate, I want to discuss how games
can be furthered aesthetically and inspire people on an emotional level. Game
audio/games themselves have experienced a substantial increase in opportunities
due to new developments that allow complete freedom in approach. As new
technologies arise, so do new approaches to sound in games. It is evident that
many games are leaning towards the Hollywood style of production, and with the
industry growing bigger and bigger each year, hiring the London Symphony
Orchestra to play the score seems a reasonable idea. But then again, is it
entirely necessary? Can games instead go artistically further than those forms of media
they base themselves upon?
It takes a lot to create
something so sonically innovative in games, that it can change our musical preferences
and expectations. Typically, people presume that the more time and funds a
sound designer or composer has, the closer the audio will reside to these
assumptions. This is usually true in most cases, as more money equals more
opportunities to enhance the production (Such as hiring musicians and
orchestras). However, I personally like to think opposite of this approach can
yield greater results, when approached carefully….
Limbo
Limbo (2010), an arcade game from
Playdead studios is renowned for it’s innovative and refreshing approach to
both game and audio design. The Audio Director for the game is ‘Martin Stig
Anderson’ who prior to Limbo, worked in the field of acousmatic music. His
experience in this genre of music is present in the game, he utilises the audio
in a unique way to fortify the aesthetics of the game. By only using samples usually
associated with sound design, alongside the software on his computer, the
unique score for limbo was born.
‘For me it has a much bigger
psychological impact when you turn a naturalistic soundscape into abstraction
by making your sound effects play as music rather than adding some traditional
background music.’
-Martin Stig Anderson
Limbo definitely boasts the idea
of less is more. The plot itself is completely ambiguous and left for the
player to make sense of; therefore this style of music goes hand in hand with
the style of the game.
3mins40 –Example of musical approach
What really strikes me about its
sonic approach is how the boundaries between music and sound design have been
blurred to create a completely immersive atmosphere, as reiterated by Anderson:
‘What I found interesting in relation to audiovisual media was that
soundscape and acousmatic music together embraces the entire continuum between
representational and abstract sound, in this way dismissing the traditional
dividing line between sound design and music’
-Martin Stig
Anderson
This approach undoubtedly comes from principles
associated with acousmatic music and when its incorporated into a game that
shares similar intentions, it delivers outstanding results. It may be down to
the nature of the game itself as to why it is so effective, but maybe the idea
of merging the sound design and music into one medium could be taken into other
games. In my opinion, it helps the game to feel like a finished product on a
very professional scale.
7:12 – Sound Design/music
This approach to a soundtrack can
also be seen in many independent and arthouse films, arguably due to the budget for production that they have. The
blurring of sound design and music is musical device that can be used to create
ambiguity within the on screen visuals. An example of this effect in PI:
Limbo is a recent game, like many
others, that has reminded game developers that games have the power and
resources to be regarded as artistic or something completely innovative. They
can now communicate emotional ideas on a much larger scale than a film,
creating a completely new kind of immersive media output that inspires both
those who play games and also those who design them.
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