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IntvGene
01-11-2004, 12:26 AM
Is sound in games under-utilized?

Personally, I love the games that require you to listen to the sound in the game, rather than just tacking it on as part of the experience. I mean, it is one of our five senses, and should be integrated more in games, IMHO.

Early examples, like AD&D on the Intellivision, Alcazar on the Colecovision required the player to actually listen as the audible clues were essential to your survival, like counting arrows and the unique sounds that the nearby monsters make. I also remember Slime World, needing to hear sounds of your rival players in the battle mode. When I heard that bomb drop, I'd start running.. if I waited to see that bomb, I'd be dead.

I know that video games are still a visually-oriented medium, but I just think that many designers have overlooked the audio part of the game. A moving soundtrack is one thing, but it is still passive. As a player, I just want to use my ears, just like I use my sense of touch to control the joystick. Anyone else? Any other thoughts?

josekortez
01-11-2004, 01:10 AM
I think it's probably more of a priority to developers now than it has been in the past, considering the fact that most new games take advantage of Dolby and THX. However, I don't think that it's used enough to add to the game play experience. I can only remember a few games that work that way. For example, Silent Hill 2 uses sound to create the mood for the players, and of course, I would say the whole music genre made sound important again.

punkoffgirl
01-11-2004, 01:21 AM
No complaints here. Some games you just need to hear more things than others, but I don't think I've come across a game yet that I thought should have more sound. Did you have anything in mind?

MarioAllStar2600
01-11-2004, 01:25 AM
My only complaint is not saying names. I hate announcers saying PLAYER 1 SCORES! You should be able to pick your name form a list of names, and it can pronunciate it.

Dahne
01-11-2004, 01:37 AM
Remember fighting Metal Gear in MGS? There's a wooshing noise just before it lauches rockets at you. You've got to pay attention to that to know when to start running like hell.

Xenosaga has a rather interesting puzzle in the Song of Nephilim dungeon. It consists of pillars with rings on them that emit a tone when destroyed. You have to match the tones to those heard in a nearby room in order to continue. I eventually had to look up the answer on gamefaqs, but it's a neat idea.

IntvGene
01-11-2004, 01:40 AM
No complaints here. Some games you just need to hear more things than others, but I don't think I've come across a game yet that I thought should have more sound. Did you have anything in mind?

I am talking about using it like you use your hands to control the game. When was the last time in a game that you had to really listen to the game? How many times can you play the game with the mute button on, and still have no troubles completing it? As said in my earlier example, try playing AD&D without the sound, and it is much more difficult!

I just think that it is one of our senses, and it should be used in videogames, not just for background sound or pleasing music. I just think how many times in a day, that I use my hearing (as a sense). In video games, it's totally different. It's just often ignored.

I know that it is hard to program these sorts of things, but it isn't really that hard. When was the last time that you heard enemies off screen? Even things like that would help, just allowing my hearing to be part of the game. If I am smart, I can recognize the sound and prepare for the enemy accordingly... that's all. Things like that. I know that there are a few games that do things like this, but most don't, and I think that they should. There's no way that it can't be done... it was done years ago, and it's just simply been forgotten, because of games are still perceived as a visual medium, and I think to some extent, our society over-emphasizes the visual aspect of most media (movies, TV included).

It's hard to explain, and sorry if I am not doing a good job... I don't want more music.. I want sounds to be handled differently, and to be a more integral part of the game. Video games now look incredibly real. They don't sound incredibly real yet, and part of that is what I am talking about.

Dr. Morbis
01-11-2004, 02:02 AM
Intvgene, have you played Impossible Mission II for NES? It is a good game if you can get into it. To get into the last tower/section you need to gather bits of a song and record them in the right sequence. Some songs you gather are repeats so you have to listen carefully. Once you have put he whole song together, playing it in front of the last tower will unlock the door. My explanation probably isn't giving this concept justice, but try it out. It is a VERY underrated NES game. Read the manual and stick with it for an hour or two and you'll find out what a good game it is. Also, when you die you let out an incredible death cry.

SoulBlazer
01-11-2004, 03:29 AM
Both System Shock games for the PC -- ESPECILY number two -- use sound in most critical ways. Without sound, you just won't live or be able to do well in the game, period. In SS 2, there are many areas where having a good surrond sound speaker system can be a lifesaver, as you advance carefully through a dead ship and listen for clues about your foes. In some areas you'll hear shuffling, or the moans of infected humans, or the shrill metal voices of midwifes. With a good system you can even tell where they are coming from and how far away. Best use of sound I've ever had in a game. :eek 2:

AB Positive
01-11-2004, 07:22 AM
last time I absolutly -needed- sound in a game... KLAX. I'm color blind, Green and Yellow are the same thing to me, often blue and purple are too. The differrent sound effects each color make are a necessity to me in order to get anything done right :D

-AG

Sotenga
01-11-2004, 07:42 AM
Sound has certainly helped me beat Viewtiful Joe on Ultra V-rated! The battle against Fire Leo is hell, as you aren't able to see the warning skulls that telegraph where an attack is going to hit. You know when you break Leo's shield and he goes all "rogue ballerina" on you? You have to dodge five quick attacks, and although that would be impossible to do if you can't see the skulls, you can dodge the attacks if you listen closely to Leo. If he makes this shrill cry, then he'll swing high. If you hear a low growl, then it's a low blow. This battle would be impossible on the highest difficulty, were it not for sound! :D

Arrrhalomynn
01-11-2004, 08:24 AM
I can't think of many 3D adventure games (zelda, silent hill, tomb raider, etc) that didn't need sound. The 3D look gives you a very narrow look at the character and it's surroundings. There is so much happening off-screen that sound is nearly as important as vision to locate enemies/monsters.

eolsen
01-11-2004, 08:33 AM
I wouldn't like a game that required you to use only sound, but a game with a few well made mini-games involving listening could be fun.

bargora
01-11-2004, 10:06 PM
Steel Battalion requires you to listen carefully. You listen for communication from your teammates and the base. You listen for enemy shots, the tramp of enemy VTs' footsteps, the warning sirens for incoming fire, the low fuel warning, and the klaxons for when it's time to eject. If an enemy fires at you from the right, the stereo imaging picks this up. Every class of weapon has a different sound when fired, and because there's so much visual data being presented to you, audio cues are crucial to direct your attention to the proper section of your display.

For example, once you've been flattened by a Regal Dress firing an MLR-12, you won't soon forget the rapid-fire mortar sound it makes as the rockets gracefully arc in at you. So you glance at your radar display in horror and figure out which way to go to get out from under the rain of death.

I play with headphones, but I imagine that it would be even more impressive if I had a 5.1 home theater setup.

punkoffgirl
01-11-2004, 11:11 PM
I am talking about using it like you use your hands to control the game. When was the last time in a game that you had to really listen to the game? How many times can you play the game with the mute button on, and still have no troubles completing it? As said in my earlier example, try playing AD&D without the sound, and it is much more difficult!

Well, while I'm sure the two could be played without sound, both Vib Ribbon and Space Channel 5 have auditory elements to them that not only enhance the experience, but enable you to play the game just that much better. Those are just the first two off the top of my head. Mousetrap also had a sound that let you know when the vulture/buzzard thing was coming & when it was onscreen. But I imagine you're talking about something where the game play is a bit more dependent on what you hear than that? Like if Space Channel 5 ONLY said "Left, right, up, down, shoot, shoot, shoot" instead of saying it and showing someone doing it at the same time?

IntvGene
01-11-2004, 11:37 PM
Well, you guys have given me some excellent examples.

I guess I am just hoping that we can get to a point were audible clues are present in every game, not just these few examples. I'd love to get rid of things like arrows pointing to guys off-screen and use sounds instead. I just think that in any environment, sounds are often a huge key to dangers around us. In games, more often than not those clues are visual instead.

I think we definitely need to see directional sound used more in games, and I never understood why nobody followed suit with the 3DO's example, and put a headphone adapter on each controller (just a statement, don't need an answer :)). Oh well, as many of you have pointed out, the new sound standards will give us hope for the games in the future.