Grasping Game Audio Using The Example of The 'Save Room Theme'
Konstantin Freybe, M.A.
konstantin.freybe@uni-leipzig.de
Konstantin Freybe, M.A., konstantin.freybe@uni-leipzig.de
Introduction
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, 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, 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, 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, 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, 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, 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, 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:
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, 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, 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
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."
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, 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, 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, M.A., konstantin.freybe@uni-leipzig.de
4 - Methodological Approaches
Self-Observation
-documentation
video recording (no voice recorded)
screenshots
research journal
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, 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'
4 - Methodological Approaches
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
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, 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, 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.