L3
Extended Diploma in Games Design
Unit
73: Sound for Computer Games
Lecturer:
Josh Rai
AIMS:
Understand
the use of Sound and Music in Games.
Recognise
the sources of Music & FX available and legal considerations needed whilst
obtaining, creating or using sound.
P1 -
Exercise
1. List a range of music/FX
sources. They could have used an orchestra or a choir to get a certain feel to the
game that could not be achieved through non live music. They could have also if
it was a shooter they would have needed to go out and record the sound by using
the weapon themselves to get original sound.
2. Using
at least 3 of your favourite games explain the purpose of game music.
You need to
consider:
mood, action, suspense; intro
sequence; closing sequence; credit sequence; plot advancement; interactive
adaptive music. The first
game I’m going to look at for its sound effects and music which creates mood,
feeling, suspense which is key to make the player feel the emotion of
desperation, joy and sadness which can make the player feel emotionally
attached to the character. This can help the player get into the game more and
feel like they really do have the responsibility that the main character has,
it also is a way to make the player get more ‘hyped’ up for the battle if there
is music that makes it feel more ‘epic’. It also ties in the sad music
necessary to give the emotion to the player and try and make the player feel
upset which indicates what the main character is feeling the same. One song which is famous for the sad moment at
the end of halo 3 and also containing the most epic songs in a game which would
hype up anyone playing the game. The second game I’m looking at for music and
sound is Gears of War which again has good music that again sets the tone for
certain feelings so that the player can experience what the character is
feeling which makes the player feel more involved in the game, which is why
music for games is important to the player. The sound for games can also help
with the players’ emotion which again helps the player care more for the people
in the game and this can make the player play even better sometimes when
certain music plays and they feel the same emotion this can drive the player to
try harder and sometimes even play differently if they connect to the game. One
example that could be used is when Dom dies in Gears of War 3 which was when
the joint main character dies and with the music playing it is considered one
of the sadist deaths in gaming history by many people. The third game I’m
looking at is Assassins Creed and this uses music to show character emotion and
to make the player feel the same feelings too, they mainly play music when a
main character dies or during battles to make the player get into the game better.
It also has music at the end during the credits so that the player is aware
that they have finished and it so they can sit back a chill after have
completed the main mission and putting a lot of effort into the end.
3. What are the legal considerations
needed when obtaining or using Music/FX?
You
can refer back to your Unit 1/Unit 78 tasks. You would need to make sure you
have permission to use the music if you use a song by an artist, but if you don’t
have permission you could receive a heavy fine and would need to take it out of
your game or you could be taken to court if they didn’t give you permission.
The same could be used if you wanted to use already used FX by another company,
but if you used it without permission and not paying to use it again you could receive
a fine and even go to court. So it is important for them to ask otherwise there
could be a big financial loss.
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