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	<title>Comments on: Creating Emotion in Games Through Sound</title>
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	<link>http://www.nerfbat.com/2006/03/06/creating-emotion-in-games-through-sound/</link>
	<description>Game design, development, and industry commentary by MMO Game Designer Ryan Shwayder.</description>
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		<title>By: Music and MMOs - 38 Fans Forums</title>
		<link>http://www.nerfbat.com/2006/03/06/creating-emotion-in-games-through-sound/comment-page-1/#comment-45800</link>
		<dc:creator>Music and MMOs - 38 Fans Forums</dc:creator>
		<pubDate>Fri, 01 Jun 2007 20:26:00 +0000</pubDate>
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		<description>[...] Re: Music and MMOs     Asheron&#039;s Call 2 did a decent job of integrating music. If I recall correctly, the music subtly changed based on the creatures around you even. It was too subtle because few people noticed it, but it was cool. Anyway, I actually have an entry on my blog about music and an &quot;epicitude&quot; system that I&#039;d like to see in a game.  Nerfbat ? Creating Emotion in Games Through Sound [...]</description>
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<p>[...] Re: Music and MMOs     Asheron&#8217;s Call 2 did a decent job of integrating music. If I recall correctly, the music subtly changed based on the creatures around you even. It was too subtle because few people noticed it, but it was cool. Anyway, I actually have an entry on my blog about music and an &quot;epicitude&quot; system that I&#8217;d like to see in a game.  Nerfbat ? Creating Emotion in Games Through Sound [...]</p>
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		<title>By: chabuhi</title>
		<link>http://www.nerfbat.com/2006/03/06/creating-emotion-in-games-through-sound/comment-page-1/#comment-644</link>
		<dc:creator>chabuhi</dc:creator>
		<pubDate>Mon, 06 Mar 2006 15:15:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.nerfbat.com/?p=42#comment-644</guid>
		<description>I work in a field that occasionally puts me in front of unfinished motion pictures (before any music or ancillary sound has been mixed in).  I have even viewed key scenes from Braveheart sans music, and it completely changes the feeling of the scene -- even the most dramatic ones.  Music is designed to steer the viewers emotions in movies. 

Music can (and sometimes is) used to great effect in video games, although the event-triggered nature of it is often very artificial. At least, it feels that way to me in many cases.  I think that ambient/environmental sounds in games are very compelling and usually work very well and do NOT seem artificial. 

VO is a nice, newer addition, but damn you better have good voice talent and not just have your producers (or whoever) track the script.  

I like your ideas for &quot;fluff&quot; although I would be very picky about &quot;situational character&quot; audio.  I have played some games (single-player mostly) that do include &quot;your&quot; heartbeat and/or heavy breathing and I have to say that those were experience-killing audio effects, simply due to the fact that they AREN&#039;T my heartbeat or breathing.  If an experience in a game moves me enough to elevate my breathing or heartrate, then I will feel and hear those &quot;effects&quot; myself ... I don&#039;t need the computer to simulate THAT for me. 

All in all, though, I completely agree that emotional investment is a crapshoot in these games, and honestly part of the problem is that some types of players just won&#039;t get emotionally invested -- they are merely &quot;gaming&quot;. So, part of it (maybe a big part) comes down to the player. 

Also, while I like your description of the PvP encounter, I wonder how the music matches with the action as it unfolds? What if I come late to the action? Does the musical score suddenly jump to the point where it is for all other players in the encounter (a jarring experience for those coming late to the party). Or does it start from the beginning (in which case it is completely out of sync with the action I see onscreen)? On the other hand, that wouldn&#039;t be such an issue with the ambient sounds since you would clearly expect them to be in the middle of a battle if you walk into ... the middle of a battle. Music, I think, is the hard one to manage there. 

Still, anything that adds to the experience is ok by me!</description>
		<content:encoded><![CDATA[<p>I work in a field that occasionally puts me in front of unfinished motion pictures (before any music or ancillary sound has been mixed in).  I have even viewed key scenes from Braveheart sans music, and it completely changes the feeling of the scene &#8212; even the most dramatic ones.  Music is designed to steer the viewers emotions in movies. </p>
<p>Music can (and sometimes is) used to great effect in video games, although the event-triggered nature of it is often very artificial. At least, it feels that way to me in many cases.  I think that ambient/environmental sounds in games are very compelling and usually work very well and do NOT seem artificial. </p>
<p>VO is a nice, newer addition, but damn you better have good voice talent and not just have your producers (or whoever) track the script.  </p>
<p>I like your ideas for &#8220;fluff&#8221; although I would be very picky about &#8220;situational character&#8221; audio.  I have played some games (single-player mostly) that do include &#8220;your&#8221; heartbeat and/or heavy breathing and I have to say that those were experience-killing audio effects, simply due to the fact that they AREN&#8217;T my heartbeat or breathing.  If an experience in a game moves me enough to elevate my breathing or heartrate, then I will feel and hear those &#8220;effects&#8221; myself &#8230; I don&#8217;t need the computer to simulate THAT for me. </p>
<p>All in all, though, I completely agree that emotional investment is a crapshoot in these games, and honestly part of the problem is that some types of players just won&#8217;t get emotionally invested &#8212; they are merely &#8220;gaming&#8221;. So, part of it (maybe a big part) comes down to the player. </p>
<p>Also, while I like your description of the PvP encounter, I wonder how the music matches with the action as it unfolds? What if I come late to the action? Does the musical score suddenly jump to the point where it is for all other players in the encounter (a jarring experience for those coming late to the party). Or does it start from the beginning (in which case it is completely out of sync with the action I see onscreen)? On the other hand, that wouldn&#8217;t be such an issue with the ambient sounds since you would clearly expect them to be in the middle of a battle if you walk into &#8230; the middle of a battle. Music, I think, is the hard one to manage there. </p>
<p>Still, anything that adds to the experience is ok by me!</p>
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