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Archive for the ‘video games’ Category

Soundscapes Extra: Left 4 Dead

[ music | video games ]
[ | | | ]
[ March 1st, 2009 ]
[ by: Alvan ]
Alvan

Just a quick addendum or example or derivate or something to this. How is audio used in Left 4 Dead?

The video game Left 4 Dead is begging to be mentioned when one talks about creative ways of using diegetic and extra-diegetic sound in games. The survivor side of the game plays with high reliance to soundscapes, sound cues and music. So much in fact that you could say beyond the very basics of survival, everything in the game boils down to listening to what’s happening in the game.

L4D uses both character level and player level audio to support the game play. The very basic soundscape of L4D is made of player level music (well, more like long synth chords, most prominent at start of levels, to open up the level) and character level ambiance sounds of the environment like crows and sounds of thunder. This creates a very strong base mood for the game.

The second way sound happens is through the sounds of the player characters. First of all, they produce the sounds that you’d expect – when you shoot a shotgun, you hear a shotgun sound. When you move around muck, you hear squishy footstep sounds. But beyond these, the characters comment on the environment actively, even without the player telling them to. When they get attacked, they scream for help. When they notice one of them is low on health, they tell the other character to heal up, etc. This is fully happening on the character level. The player can intrude on the character level and command his character to say some of the pre-scripted things, for example to call out that there is a boomer ahead, around the corner even if the character is unaware of it. There is a player level audio bit to some of the character actions as well – getting attacked by a special infected will cause a dramatic song (again, mostly synth chords) to boom out from the loudspeakers. Also, worth mentioning that the characters’ dialogue sometimes dips into the metadiegetic level of story-within-a-story when they reveal things of their past or when their comments tell the story of the infection, as well as telling the player what the character-level story is (in the “We have to follow these tracks to an abandoned military base” style). (thanks Kham for pointing that last one out)

One of the ways people grief when playing Left 4 Dead is to make their character repeat some stupid line of their repertoire like “PILLS HERE” every second or so, causing the other players lose their ability to keep the character level separate from the player level, falling into disbelief of the whole character level of the game in the progress. Not to mention it’s annoying as hell when someone keeps shouting “PILLS HERE” in your ear.

The third way, of course, is the other actors of the game besides the player characters. The helicopter flies above you and use a megaphone to tell you to head to Mercy Hospital. A gas station explodes with a thundering roar. Infected people whimper and moan. And then there are the special infected. Each of them having a distinct sound following them. The smoker coughs, the boomer gurgles, the hunter snarls and then screams when he’s moving. The witch cries and sobs, and the tank roars. And when you hear the multitude of gnarls a horde of normal infected generate, you know there’s a lot of nasty heading your way. These are all character level sounds. When you turn your head in the first person mode, you notice the sounds move left to right and right to left, allowing you to pinpoint a boomer hiding behind the corner a long time before you see it, or hear the witch getting closer as her sobs grow louder. And spotting the specials before they are upon you is really the only way to survive on the higher difficulty levels, when things get tough in the game. On top of those, the witches, tanks and hordes also have a player-level musical theme, that emphasizes the mood of the situation – with the witch it’s a surreal melody that gets piano hits when the witch is almost agitated and turns into a panicing cacophony when she’s out to get you. With the horde, you get a couple of creepy chords a moment before the screeching starts and the masses start flowing. And with the tank, it’s a very doom-inspiring track that makes the player scared enough when the big bad things is coming.

There is a fourth level of audio in the game, if you happen to get into a team that is doing it. The game supports voice communication between the players via microphones. As any conversation between real people, this sometimes is just silly chatter to lighten up the mood. Sometimes it’s completely unrelated to the game, and sometimes it’s a repetition or extrapolation of something the characters could have communicated on their level. For example, a player might say “a hunter got me” to the microphone, even if the audio cues of the character level in the game could have given the same information to the other players (the characters shouting “A hunter got Francis” and Francis screaming “Get it off me”). Thus, there is a player level communication going on about the game as well as the communication that happens via the detour of the character level. And then there is singing. There always needs to be singing to the microphone. I have no idea why.

Pay attention to what you hear

[ roleplaying games | video games ]
[ | | | ]
[ February 28th, 2009 ]
[ by: Spikey ]
Spikey

Sound is half of the experience in movies, they say. Probably even more in other media, such as music video. Or radio, if it still exists – haven’t checked.

Sound is also a key player in how we experience our surroundings, draw context from and get important clues we don’t even realize. Like today, when I was happily exhausting the contents of my bladder the way guys do – standing up – and the blasted light went out. There I was, hands full of a tap that wasn’t going to turn off after all the coffee, and I couldn’t see anything. Blind as a bat. Turns out you can aim by sound rather well, and like bats do,  easily differentiate between different materials by the way they sound when .. Well, eventually, I fumbled my way back into light, in a fresh state of mind of having seen – or heard – things in new light again. Learning is a wonderful thing, and often keeps cleaning ladies getting butter on their bread.  Also, I’ve been trying to figure out what’s the key difference between the car I’m borrowing and my own (..at shop. Thank you, France), as I keep feeling curiously lost with the current car. After my wild mild water park adventure, I realized it’s the sound – too quiet and what I hear is too differently connected to the overall tactile feel, and I’m subconsciously expecting the connections from my own car. All wacko.

All this, in turn, made me wonder about audio backgrounds in games. Half-Life series are excellent in this regard concerning atmosphere, and just about everything from DICE concerning sheer intensity and psychological pressure. If you have a buddy with Battlefield: Bad Company, get him playing it and listen. That’s not a game you hear anymore, if you stop looking at it.

I’d probably get massive (and good) creeps if I was playing some Fringeish/XFilesish/Madsciencegonebad RPG with a soundtrack that took cues from Half-Life – lots of ambient creaks, rattles, scurrying sounds, everything that makes you jumpy of the next corner. How’s about it, Alvan? Ever thought of ditching music in favour of “ambient surroundings” with music coming in only at few key points where it serves intensity and emphasis, and even then on top of said soundscape, not replacing it?

In the bright future, tabletop RPG sessions are built hardcore, with a sound mixer guy who knows GM by heart and adjusts, mixes and changes the aural soundscape constantly .. Be the player group walking from thicker woods to a husky meadow, or surprise ambush by 500ft squirrels that murder light itself — the sound is always there, describing things and changes in local surroundings with language you never realize listening. I said it first.

So, Virtuality?

[ life | video games ]
[ | | | | | ]
[ February 24th, 2009 ]
[ by: Alvan ]
Alvan

Lately, thanks to a three-week long sick leave, my “human interaction” has pretty much been virtual. That in practice means MSN/IRC, Facebook, Left 4 Dead and City of Heroes. I also logged on to Second Life after a pause to collect my weekly free money.

On IRC, I “hang out” on about a dozen channels these days. There’s one that’s actually quite active, but sadly, the activity is something that doesn’t really concern my life a lot anymore – it’s the channel for my old main subject’s student group. Then there’s a “nowplaying” channel, where music I listen to gets pasted on, in real time. Pretty much like last.fm does. Sadly, haven’t found a spotify-mIRC plugin, so not much of the music I listen to these days actually gets pasted there. And it’s very rarely someone listens to something there that grabs my attention. Then there are a couple of “legacy” channels – channels that used to be active, but have gone into some form of a hibernation in the past years. I join the channels, and hope someone would talk about something, but the best they can do really is paste a couple of links and not really comment on anything. Some of the channels I’m on are only about organizing games these days. RPGs or Online Games, depending on the mood and time. But there is nothing really interesting to chat about there either. And on the rest of the channels, people hang out because it would be impolite to leave the channel as the two or three other people you know would take offense. Some of these channels are silly to the point that the people on the channel won’t talk to you on the channel, but start a private conversation, killing any hope of some conversation happening on-channel.

In case it doesn’t show, I’m thinking of quitting IRC.

On MSN the situation is actually much better – While there’s only a handful of people I talk on it, the conversations are much better. Even if there’s not a community feel to the conversations, they at least seem to exsist. But there are a lot of dead contacts there as well. I don’t even know why I have half of the contacts I do, anymore.

Facebook, as Larsa put it the other day, is something that you thought you would hate, but is actually quite great when you got into it. For me, it’s not that important, except for the few people I keep touch in through it. There are of course downsides to every coin, but mostly it’s a very “cute” system of staying in touch with people without actually staying in touch. Or to internet-stalk your ex-girlfriends, if you’re into that sort of thing. The only thing that really bothers me about it is the careless way some people seem to regard their own personal information. Somehow there’s been an abundance of memes going round that, when seen by wrong people, can be used for malice. Like provide the reader with information like “your mother’s maiden name”, something that is used quite commonly as a user verification question.

City of Heroes has seen some turmoil in the past few weeks – the EU offices are being shut down and moved to the US, something that might cause horrors to the EU players. But that’s something that only time will tell. Meanwhile, a small group of people that I know only through the game provide me with lots of great humor and good cheer. The group of us (all many-year veterans of the game) do a couple of hours of teaming every now and then and catch on on the latest gossip. Stories of what has happened to one another (who has gotten married, who has been in a drunken bar fight this time) and to those that we haven’t seen online in a while (but someone in the group happens to know in real life). Compared to the other communication channels, the fact that I haven’t met any of the people I play these days with in real life makes it quite unique compared to the others.

Which leads to Left 4 Dead, another game I’ve been playing actively. The main difference between CoH and L4D crowds for me is the fact that there is voice chat in the game. The people I play with vary from those I know in real life to those I’ve never met. But not having to rely on keyboard to expres yourself, and the game being very action-oriented, changes the communication quite a bit – most of the things said are very much related to the gameplay, which leads to text that’s very, very shallow – I have no idea what’s going on in the other players’ lives, whereas in CoH someone might curse his girlfriend’s cat or other small things that are in no way relevant to the game, but are quite intimate.

I also mentioned Second Life. I’ve been a user for so long that they’re actually paying me to log in every week, but I’ve never really “got” the environment. I guess it’s all those flying obscenities that man can imagine that keep me distant from it, but I must admit, there are some good things here and there – “specs of light” as one might say. One is a garden decor store a friend of mine runs there – a shop full of very “normal” things for sale. It’s almost unnerving to see someone sell a well-crafted rock when you’re mostly used to seeing … well, unnerving things. And another thing I’m going to have to buff is the Second Life Shakespeare Company, that try to provide some meaning to the damn place.

None of these really beat human interaction on a “real” level. A phonecall from a friend usually means a lot more than him pasteing you a link of people walking across a road.

Tru Calling, Pattern and Exceptions

[ movies/television | video games ]
[ | ]
[ February 11th, 2009 ]
[ by: Alvan ]
Alvan

In preparation for the upcoming Dollhouse, I watched Eliza Dushku’s previous series, Tru Calling from DVD and as usual, some thoughts arose.

For those who don’t know what Tru Calling is about or don’t have the muscle strength to click on the link about, the show’s sort-of-premise is “Cute girl relives days, to prevent nice people who died and asked her for help not to die.” Funnily, that’s fact only maybe in the pilot. What makes the show very watchable in comparison to other series with clear-cut formulas is the fact that the formula is there only to be broken. It is specifically indicated in a few episodes that when things happen the “Cute girl relives days, to prevent nice people who died and asked her for help not to die” way, they happen off-screen. The main character relives days and saves people, mostly on Mondays and Thursdays. But when we get to see it on screen, there is some variation to the pattern.

It might be something small like “the guy who needs saving isn’t a good guy” or “it’s not about saving just one person” or “It’s about saving not only the person, but your own life also”. The writers are very aware of the core concept and know how it can be explored. And what they were planning doing with it was quite awesome as well. Shame it never got explored better. But in a world where even the best shows tend to get stale because they don’t have the guts to explore the show’s concept more often, Tru Calling was really a nice exception.

And yes, not to disapoint the eager, I will go on to a gaming tangent on this one as well. Puzzle games are really great at this. You are given a set of tools from the start. You start by solving the simplest possible obstacle with the one tool you’ll end up using most. And level by level you are presented with new problems you can solve using those tools. Usually the end levels need you to wrap your head around every concept you’ve learned and possibly understand how certain basic rules you thought existed in the beginning are broken. It’s a shame that games outside the puzzle genre rarely use this to their advantage. Or it might be so that once you include that pattern to your game, the game gets classed as a Puzzle game. Portal being a good example of the latter.

Would be interesting to see this pattern expand to other games. In MMOs, this can be seen when people do things like “Let’s try to complete this instance with sub-optimal group setup” and in some games, people are giving themselves restrictions on what they can do so they have challenges. Typical way games seem to raise the bar these days is just increase number of enemies or make you smash things with bigger reaction times. But very rarely you end up with a situation where you find yourself constantly exploring the awesome things you actually can do with the resources you could have used from the beginning.

In local space no-one notices your scream

[ video games ]
[ | | | ]
[ February 11th, 2009 ]
[ by: Spikey ]
Spikey

This piece started out as an innocent “oh haha ur so rite fringe is sooo good lol” -comment on Alvans earlier post, right before it went on a binge and never returned home. It went out the window and came back as regarding videogames (surprise!) and how they somehow manage to fumble it all and be very videogamey, or in some cases, draw you in and leave you bleeding for more. Mostly, what makes them tick the way they do – for me, anyways.  And how this text will recklessly stumble right through the confines of whatever it’s supposed to be wedged between, oh, it’ll never apologize.

Notice I’m not treating all games under the same ideology, just those heavy on story (or depicting a notion of one, even if there’s none).

Context! There’s this thing called .. well, that. If I perform an action in a depicted world and it doesn’t reflect there, I get annoyed, miffed and irritated to bits. Example: You have this wonderfully graphic character you’ve paid attention to, guided him/her through the world that has presented him/her with new skills and whatnot. Then you walk against a wall and there it goes, stupid mindless videogame avatar doing a videogame walkcycle, standstill and unaware of the bloody brickwall scrubbing his face.

All of a sudden, your character is reduced into a representation of player navigation mistake. Ta-ta, it was nice seeing you, miss Believability and mister Immersion. Sorry about the stale wine. Oh, and if I change the world, I expect the change to be permanent and propagate with ripple effects, depending on how it affects other things / NPCs / whatnot connected with it in the gameworld.

Immersion in faked out world built using stiff-at-best mechanics is a bitch to implement. Mainly it becomes a swamp that has no bottom – as you hone in some important detail that colors the world that much more, it creates a dependency or requirement to do another to support it, and so forth. You’ll start to realize how much you miss on the real world when you begin breaking things to their elements. Just a moment in your own time, even if you’re not doing a thing. It’s insanely complex, and you can’t simulate it.

You just have to try your best to fool the player to think he’s immersed, when you’re just really drawing his attention away from flaws.

Walk, walk, walk, nothing out of ordinary, walk to a staircase and if your eyes are keen and lively, you might notice your character grab the handrail casually .. Or strum his fingers against the radiator in a room if he’s close enough. Glance at something, being natural. Something surprising happens – look! Nothing to act by, just birds taking to flight. Tilt your head slightly at a sound of distant rock falling. Little things your character should be doing. What you’d do. Context-aware.

Okay, bit thin cookie-cutter examples considering the depth of subject matter. However, it’s still about the context and how living and breathing the world around you seems. Everything should happen within context of the world and surroundings, and there should be parts of the world represented to the player even if they’re not important, or even required. As you, the player, observe the world, the world should observe you back, unashamedly. Giving you context when you don’t expect.

Think of the very moment your character is in. What’s happening in the world that doesn’t give a flying wack about your character, a pebble beneath the bedrock trying to make a change? What sounds does that world make? What defines the local space around him at that very moment? What does it look like? How it all bounces off of him? What gets sucked in? What’s the string that connects YOU there?

Say. How about a character that reacts to the player? Not a blind representation of your actions, but more like companion. Did you guide him to a thorny bush? Is he pissed off? Wait, what, did he just throw a rock up in your direction and shout obscenities?! Well, at least he still follows your mouse clicks. Maaaybe.. If you promise to behave. You find yourself in some strange semi-conversation, just without voice. Oh, you do get commented on, so tread carefully. Especially since it’s multiplayer. Other players companion character trots by, laughs with your char about the idiotic failure you, the player did just some time ago. Semi-public shame! But you’re so immersed in the living commentary of your actions in the world that you just stare, bewildered. Then you hear the other character taunt affectionally his player, as if he was a puppydog who just wasn’t housetrained yet. Characters momentarily take over and become the players themselves, just from outside perspective. It all becomes delightfully confusing, wondrous and profoundly different.

Would that create the necessary string between the player and world? Or something completely different? Could it be possible to build some multilayered insanitychains on tabletop RPG using this idea? I expect Alvan to wear some feathers and run to the woods to meditate on this.

Now, why the hell did I focus on character issues only? Why not hints of context and surroundings in Web2.0 where you, the social browser, need to know there are other people present, not just minute “lol my cat hiccupd” lines and some bling on screen? It’s not just games. How to drive advertisements deeper into people now that they’re so accustomed to them? Hell, these days marketing guys need to come up with  bloody big campaigns to launch a new advertisements. Jeeves, could you let me know at what point do we need to start figuring out how to sell ourselves the idea of real world around us? You know, with people becoming so superficial, shallow and black/white? What has made them so distant from it?

Meh.

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