The Game Environment: Not just Graphics

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15 comments, last by d000hg 9 years, 4 months ago

I think you'll find that's the other way around; our eye sight is pretty poor and limited - good for tracking animals to hunt and to jump between trees, pretty poor otherwise.

True... Another fun fact is bandwidth. You only see one octave of electromagnetic waves, but can hear about ten octaves of sound.

Which makes it even stranger most people seem to be dominated by visual stimuli... but it seems they are from many studies.

(here's one I happened to find: http://www0.cs.ucl.ac.uk/research/vr/Projects/PRESENCCIA/Public/presenccia_pub/sharedDocuments/presenccia_publications/Publications/wp5/technion/7.pdf , although this one seems to find that when you do more complicated tests the visual dominance is less pronounced)

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I think every modern 3D game uses 3D sound, you basically get it for free in the hardware.

But it probably doesn't get as much importance because most people play games through PC speakers or their TV and therefore get no actual perceptible stereo/surround effects. A $5 set of headphones is a big improvement!


where as audio setup for most people tends to suck - $10 speakers attached to an onboard sound system with the same fidelity as an ant blowing into a trumpet.

That's me using prehistoric Creative speakers next to Xeon desktop :)

And for environment, I think keyword is consistency. Unless you use really shabby assets, an unique sense creates an environment. For example Don't Starve has not the high end GFX or SFX but environment is complete in sense of creating own world imo.

mostates by moson?e | Embrace your burden

We spend a lot of our development budget on sound. It's amazing just how much we have got going now.

We do things like raytracing sound sources against the environment to get attenuation and echos.

In fact the memory budget for sound is the second largest after textures.

Don't think it isn't being done, it is.

The thing is, as most people have mentioned, people will happily lay out huge amounts of money for a 4K curved screen TV, but they then go out and spend $100 on a sound bar for it.

The TV sits on the wall, or in the corner of the room all nice and neat.

A good surround sound system needs a bunch of speakers spread all over the room.

Unless you can afford a cinema room in your house, it's not practical. That's the big difference.

I think consistency is more important than utilizing all the senses to the maximum extent possible.

In my experience, playing something like dwarf fortress is more immersive than a visually stunning game.

Like a book, the more your brain has to work to imagine the world, the less surprises there will be and thus less potential immersion breakers. Plus when you have to imagine much of the world/atmosphere yourself, you will be more focused to the content and this also increases immersion (and youll actually remember the general atmosphere/immersiveness better than if it was just a result of external input)

If you want the game world to be perfect, let the player imagine it, the mind will simply assert its perfectness with no basis at all.

o3o


As others have said, the audio design in many games is good, you just don't get it thrown in your face because it tends to be more subtle.

This is what sparks my inquiry. Sound is more of a subtle thing, but honestly I just think we don't pay enough attention to the things we hear.

There are people who are better at that, and who pay attention to it.

There are flaws in sound and in visuals due to the doppler effect and the mirage effect. And there are illusions to be found in each.

I was playing with an app on IOS called "Sound Uncovered", by Exploratorium. It explores the nuances of sound in an interactive way.

I am just realizing that I have to do sound, and that it actually is important in the type of game I am making (Not so important in Hack Run).

Currently, I am using a similish style dialog with subtitles for my voice overs, a synth app on the iPad for sound effects, and Garageband for Mac for voice recoding. Indie all the way!

They call me the Tutorial Doctor.

Isn't doppler effect done automatically on sound hardware these days? It's so trivial I assumed it would be.

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