Difference between revisions of "Silence"

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Also, it is important to specify, that the meaning of "silence" is more psychological (perceptual) then technical. That is to say, it about the perception of silence, not necessarily the actual absence of sound.
 
Also, it is important to specify, that the meaning of "silence" is more psychological (perceptual) then technical. That is to say, it about the perception of silence, not necessarily the actual absence of sound.
 
As an example, in Patapon, if the player does not complete a level with success, the menu that follows feels extremely silence, although what is heard is the ambiance of the night, with crickets and other aspects. For the game in stake, characterized by intense sounds during gameplay and menus, that particular composition sounds like Silence and it is very effective in emphasizing the impact of failure.
 
 
Limbo is another example, possibly even more paradoxical, where [[Silence]] is perceived despite the dominant sound is in fact [[Noise]].
 
  
 
[[Silence]] is particularly explored in the survival horror genre, probably because it allows contrast with other relevant sounds. Referring to Silent Hill, Akira Yamaoka, said that "“the lack of sound impresses people more than beautiful music if it’s contrasted" [http://www.gamasutra.com/php-bin/news_index.php?story=27644]. Also in Penumbra/Amnesia (?), the idea of silence is central to the action where the PC gets frightened by the potential consequence of the the sound of his own actions. In this game, the silence also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.
 
[[Silence]] is particularly explored in the survival horror genre, probably because it allows contrast with other relevant sounds. Referring to Silent Hill, Akira Yamaoka, said that "“the lack of sound impresses people more than beautiful music if it’s contrasted" [http://www.gamasutra.com/php-bin/news_index.php?story=27644]. Also in Penumbra/Amnesia (?), the idea of silence is central to the action where the PC gets frightened by the potential consequence of the the sound of his own actions. In this game, the silence also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.
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| examples=
 
| examples=
 
| ex1=<mt p="Silence" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Silence" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Silence" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex2=<mt p="Silence" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"> If the player does not complete a level with success, the menu that follows feels extremely silent, although what is heard is the [[Ambiance]] of the night, with crickets and other aspects. For the game in stake, characterized by intense sounds during [[Gameplay]] and [[Menus]], that particular composition sounds like [[Silence]] and it is very effective in emphasizing the impact of [[Failure]].</mt>
 
| ex3=<mt p="Silence" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex3=<mt p="Silence" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex4 =<mt p="Silence" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">A paradoxical example of perception of quiteness despite the presence of [[Noise]].</mt>
 +
|
 
}}
 
}}

Revision as of 21:58, 6 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card (new in version 2.0)

Synopsis

Provoking the perception of the absence of sound.

Relationships

Contexts:
Emotional Script .

Description

Silence is deeply associated with the Emotional Script, and typically to negative emotions. Naturally, the kind of explorations that we refer to here is are those where the absence of sound is intentional and not a consequence of poor sound design.

Also, it is important to specify, that the meaning of "silence" is more psychological (perceptual) then technical. That is to say, it about the perception of silence, not necessarily the actual absence of sound.

Silence is particularly explored in the survival horror genre, probably because it allows contrast with other relevant sounds. Referring to Silent Hill, Akira Yamaoka, said that "“the lack of sound impresses people more than beautiful music if it’s contrasted" [1]. Also in Penumbra/Amnesia (?), the idea of silence is central to the action where the PC gets frightened by the potential consequence of the the sound of his own actions. In this game, the silence also contributes to emphasize the Breath and Grunts of the PC.

Silence may also be important in the stealth genre, although many times stealth actions are performed in non-silent scenarios, sometimes take profit of the sonic camouflage of the 'environment' [pending].

Examples

Silent Hill Homecoming:
Patapon: If the player does not complete a level with success, the menu that follows feels extremely silent, although what is heard is the Ambiance of the night, with crickets and other aspects. For the game in stake, characterized by intense sounds during Gameplay and Menus, that particular composition sounds like Silence and it is very effective in emphasizing the impact of Failure.
Halo:
[show less examples...]
Limbo: A paradoxical example of perception of quiteness despite the presence of Noise.


External Resources

GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques

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