RESIDENT EVIL 7 biohazard

Grasping Game Audio Using The Example of The 'Save Room Theme'

Konstantin Freybe, M.A.

konstantin.freybe@uni-leipzig.de

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

Introduction

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

OUTLINE

1 - Introduction

3 - Analytical Framework: Karen Collins - Game Audio

2 - Objective

4 - Methodological Approaches

5 - Outlook

6 - Summary

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

OUTLINE

1 - Introduction

3 - Analytical Framework: Karen Collins - Game Audio

2 - Objective

  • Research Question
  • Sources

4 - Methodological Approaches

5 - Outlook

6 - Summary

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

OUTLINE

1 - Introduction

3 - Analytical Framework: Karen Collins - Game Audio

  • Systemizing Game Audio
  • Functions of Game Audio
  • The 'Save Room Theme' as Game Audio

2 - Objective

4 - Methodological Approaches

5 - Outlook

6 - Summary

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

OUTLINE

1 - Introduction

3 - Analytical Framework: Karen Collins - Game Audio

2 - Objective

4 - Methodological Approaches

  • Self-Observation
  • Narrative Interview
  • Optional: Decision against certain approches

5 - Outlook

6 - Summary

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

OUTLINE

1 - Introduction

3 - Analytical Framework: Karen Collins - Game Audio

2 - Objective

4 - Methodological Approaches

5 - Outlook

  • Directions of Further Research

6 - Summary

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

2 - Objective

Research Question:

What is the purpose of the 'Save Room Theme' and how does it contribute to RE7's gameplay expierence?

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

What is the purpose of the 'Save Room Theme' and how does it contribute to RE7's gameplay expierence?

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

2 - Objective

Research Question:

What is the purpose of the 'Save Room Theme' and how does it contribute to RE7's gameplay expierence?

Sources:

  • RESIDENT EVIL 7 biohazard
  • Fandoms
  • Media Coverage
  • Experiments
  • exploring Research Technologies

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

3 - Analytical Framework

Karen Collins: Game Sound. An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design.

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

3 - Analytical Framework

Karen Collins: Game Sound. An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design.

"Degrees of Player Interactivity in Dynamic Audio"

"The Functions of Game Audio"

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

3 - Analytical Framework

Degrees of Player Interactivity in Dynamic Audio

Diegetic/Nondiegetic

dynamic/nondynamic

adaptive

interactive

kinetic gestural

Analysis & Description

RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

3 - Analytical Framework

Degrees of Player Interactivity in Dynamic Audio

Adaptive Audio

Interactive Audio

Dynamic Audio

Diegetic Sounds

- p. 184: "(...) are sounds that occur in the diegesis [narrative space].

- ibid.: "Sound that reacts to changes in gameplay Environment and /or in response to a user.

- p. 183: "refers to Sound that occurs in the game Environment, reacting to gameplay (...)[not user]."

- p. 185: "(...) occuring in reaction to gameplay, which can respond to the player directly."

RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

3 - Analytical Framework

Degrees of Player Interactivity in Dynamic Audio

RE7's 'Save Room Theme' occurs as nondiegetic, dynamic/interactive audio.

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

The Functions of Game Audio

3 - Analytical Framework

preparatory function

orientation

immersion

p. 128: "Although game audio typically maintains all the functions found in film or television sound, there are also some distinct differences in the ways in which audio functions in games.

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

The Functions of Game Audio - Selection

3 - Analytical Framework

preparatory function

orientation

immersion

p. 130: "(...) to alert the player to an upcoming event (...)

ibid.: "(...) use of sound symbols to help identify goals and focus the player's perception on certain objects."

p. 133: "Adding to the immersive effects of gameplay is the communication of emotional meaning, which in game Audio occurs in much the same way as in linear media."

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

4 - Methodological Approaches

Self-Observation

-documentation

video recording (no voice recorded)

screenshots

research journal

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

4 - Methodological Approaches

Self-Observation

-documentation hepls identify occurances of the 'Save Room Theme' and locate load-in points for further experiments

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

4 - Methodological Approaches

Narrative Interview

Stimulus: Gameplaysession

Location: My Appartment

Participants: 2 male casual gamers, briefly familiar with the series 'Resident Evil'

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

4 - Methodological Approaches

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

4 - Methodological Approaches

Participant 1: T.B.

felt pressured by the thread imposed by Jack Baker

session begins in Dinner Room; objective: "Get to the Main Hall"

got overrun by car in Bossfight against Jack Baker

did not actively refer to relieving effect of music

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

4 - Methodological Approaches

Participant 2: M.Z.

felt pressured by the thread imposed by Jack Baker

did not actively refer to relieving effect of music

session Begins shortly before Bossfight against Mia Winters

remained calm during Bossfight against Jack Baker

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

5 - Outlook

During the first experiment the participants did not seem to take notice of the musical environment.

continue experiment with refined design

refocus research on relation between game music, game design and gameplay experience

Konstantin Freybe: RE7 biohazard - Grasping Game Audio

Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de

6 - Summary

While academics as well as developers suggest confidence in the idea that Music is used strategically in games in order to evoke specific affects in users, first experiments showed that related phenomena are not easily accessible and reconstructable.

But the research done sofar is not much more than a probe. Further measure can be planed on the basis of this case study and collaborative writing on pubpub is a promising option.

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