Would any of you turn off music in a movie if you could? And even worse, turn on some random pop music that has absolutely nothing to do with what's happening on screen? Why do it in a game then? Composers and sound designer put a lot of effort into their work for a reason. It is supposed to match what you are experiencing visually and emotionally.
The State of the MMO: Creating a Soundscape, Part 1
Kevin VanOrd explores how MMOG developers use sound effects and music to bring persistent worlds to life.
Game audio. You might only notice it when it’s really bad, and possibly, when it’s really good. And yet audio is as vital a part of most games as are visuals, drawing us into entire universes with the sounds of footsteps, the calls of birds, and the strains of orchestras. Last year, I explored the creativity and passion that goes into creating a massive online world. More recently, I asked several developers about the role of audio in a massively multiplayer space. In part one of our two-part feature, audio designers and composers share with us the arduous, imaginative, and rewarding process of making worlds come to life.
Unsurprisingly, it begins at the beginning.
While art directors are working on a visual style and writers are fleshing out the narrative, audio directors, too, prefer to start their work during the pre-production phase. Everyone I spoke to agreed that this is the ideal circumstance, but it was also a general consensus that we don’t live in this perfect world. Funcom audio director Simon Poole says, “There are many tech/stylistic decisions that need to be decided early on so that when full production commences everything is being produced and implemented in the optimum way for the project. In reality that doesn’t always happen, and although not nearly as common as it was 10 years ago, it can be that audio is tacked on at the last minute almost as an afterthought. Producers have really wised up in recent years though, and invariably enlist an audio director to get on board a project at the earliest stages possible.”
Michael Henry, audio manager at Cryptic, where he’s busy working on the upcoming Neverwinter, concurs. “The days of development where it was ‘OK, we have our game done, so now let’s go get some sounds for it from a contractor’ are long, long gone. If you look at any AAA title from the past few years that received plaudits or awards for its sound, you’ll find that these games are clearly designed with audio in mind. They are intentionally designed to allow moments where audio will carry the emotion of a scene, or designed with spaces for audio to breathe, shine, and do what is necessary to establish a mood or convey the necessary information to the player. Only by taking into account all of the elements--visuals, audio, gameplay, story--will you create a truly immersive gaming experience.”
'If a part of the narrative should be told through the drama of sound or music we will mix and match each accordingly.' - Stephen DiGregorio
And thus begins the sonic journey from concept to creation. The developer determines what emotional state they wish to put the player in, and sound is the primary vehicle for instilling that emotion. The question at hand: How do you want the player to feel? Poole looks at a theoretical scene as an example: “Imagine a normal suburban residential neighborhood scene at night, nothing out of the ordinary is going on, there’s a few lights on in houses, somebody’s out walking his dog, etc. By adding sound to this scenario you can completely influence how the viewer is experiencing the scene. Light music, laughter, bird song in the background and the viewer feels safe. Ominous music, a dog barking aggressively, something smashing in the background, and the viewer feels that the scene is threatening.”
Henry had similar considerations. Are you shooting for dark and dreary? Sunny and happy? What signature sounds can you create that establish an aural identity? He says, “We often will point to films for reference. The goal is to create a sonic design so recognizable that you would instantly know what game someone is playing even if you can’t see it, simply by hearing the sound.”
Planetside 2 presented its own unique challenges to audio director Rodney Gates. In an online shooter, sound doesn’t just create emotion and atmosphere--it’s an indispensable method of communicating important information to the player. What faction’s vehicles are flying overhead? What faction is shooting you, and from where, and with what weapon? And even: is there an enemy nearby preparing to murder you? “Starting off, you need to be able to move around,” says Gates, “so we began working on creating essential character movement sounds as initial character animations came online. That was closely followed by the first weapon. All of this required a first-person and third-person perspective with the audio. From there we crafted some of our first ambiences for the desert continent, Indar. Things start slow, then grow out horizontally pretty quickly as more and more resources are added to the team and direction is solidified, so we do the same. At a certain point, the tech for things we need to do catches up, and we begin tuning our sounds to that and mixing.”
And so the hard work truly begins. Sounds are assigned to key actions, and directors must decide what noises take precedence in what situations. The solutions aren't the same in each game; audio choices depend on the developer’s focus. Says Henry, “I’ve done racing games where the need for engine sounds are the most crucial thing in order to give the player feedback as to sense of speed, excitement, etc. In an action combat game like Neverwinter, we first focus on the weapon sounds and hit sounds to give people the feel for the experience of intense combat. In other words, the first things we sonify are often the actions that contribute to the core gaming mechanic.”
Perhaps not surprisingly, Poole agrees. If the game is focused on combat, that’s what you nail down early on. If vehicles are prominent, you get to work on engine noises from the get-go. And if it’s the new Lego project he’s currently working on at Funcom, the sounds of little plastic figures get the bulk of the attention.
Then comes music--and suddenly audio design gets a lot more complicated.
First, the studio needs to find a composer (or multiple composers), and as Turbine’s director of sound Stephen DiGregorio explains, that can mean distributing the work to multiple individuals, some in house, and some not. “We have in-house composers and outsource some work,” says DiGregorio. “We work extremely closely in all aspects of the sonic landscape to fill it with a balance that emotionally taps the player and brings them deeper into the gameplay. Considerations when balancing music and audio are mainly taken from where we want the effectiveness to come through. If a part of the narrative should be told through the drama of sound or music we will mix and match each accordingly.”




