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	<title>The CoW: Half a Dozen Years &#187; surroundings</title>
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		<title>Pay attention to what you hear</title>
		<link>http://www.the-cow.net/2009/02/pay-attention-to-what-you-hear/</link>
		<comments>http://www.the-cow.net/2009/02/pay-attention-to-what-you-hear/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 23:04:57 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[context]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[sound]]></category>
		<category><![CDATA[surroundings]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=286</guid>
		<description><![CDATA[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 &#8211; haven&#8217;t checked. Sound is also a key player in how we experience our surroundings, draw context from and get important clues we don&#8217;t even realize. Like today, when [...]]]></description>
			<content:encoded><![CDATA[<p>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 &#8211; haven&#8217;t checked.</p>
<p>Sound is also a key player in how we experience our surroundings, draw context from and get important clues we don&#8217;t even realize. Like today, when I was happily exhausting the contents of my bladder the way guys do &#8211; standing up &#8211; and the blasted light went out. There I was, hands full of a tap that wasn&#8217;t going to turn off after all the coffee, and I couldn&#8217;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 &#8211; or heard &#8211; things in new light again. Learning is a wonderful thing, and often keeps cleaning ladies getting butter on their bread.  Also, I&#8217;ve been trying to figure out what&#8217;s the key difference between the car I&#8217;m borrowing and my own (..at shop. Thank you, France), as I keep feeling curiously lost with the current car. After my <span style="text-decoration: line-through;">wild</span> mild water park adventure, I realized it&#8217;s the sound &#8211; too quiet and what I hear is too differently connected to the overall tactile feel, and I&#8217;m subconsciously expecting the connections from my own car. All wacko.</p>
<p>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&#8217;s <em>not a game you hear</em> anymore, if you stop <em>looking</em> at it.</p>
<p>I&#8217;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 &#8211; lots of ambient creaks, rattles, scurrying sounds, everything that makes you jumpy of the next corner. How&#8217;s about it, Alvan? Ever thought of ditching music in favour of &#8220;ambient surroundings&#8221; 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?</p>
<p><em>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 &#8212; the sound is always there, describing things and changes in local surroundings with language you never realize listening. </em>I said it first.</p>
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