Difference between revisions of "Silence"

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| description=
 
| description=
  
[[Silence]] is deeply associated with the [[Emotional Script]]. It may be associated to negative emotions (through the abscence of animation) but it can also represent peacefulness (through quiteness).
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[[Silence]] is deeply associated with the [[Emotional Script]]. It may be associated to negative emotions (as explored in the survival horror genre) but it can also represent peacefulness (through quiteness).
 
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.
 
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) than 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) than 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" [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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[[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].  
  
 
[[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].
 
[[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].
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| 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>
 
| ex4 =<mt p="Silence" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">A paradoxical example of perception of quiteness despite the presence of [[Noise]].</mt>
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| ex5 =<mt p="Silence" g="Penumbra/Amnesia" w="{{R16by9W}}" h="{{R16by9H}}">[[Silence]] is central to the action where the PC gets frightened by the potential consequence of the the sound of his own actions. [[Silence]] also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.
 
}}
 
}}

Revision as of 22:10, 6 October 2011

{{Card | notesontop= This is a candidate pattern, entering version 2.0 of the Deck. | candidatecard = Candidate Card (new in version 2.0) | name =Silence | deckversion = v2.0 | synopsis =Provoking the perception of the absence of sound | cardpresentation= | -frontface =Silence-front-v10.png | -backface =Silence-back-v10.png | screenshots= | rel-tag1=Contexts:
| rel1=Emotional Script
| description=

Silence is deeply associated with the Emotional Script. It may be associated to negative emotions (as explored in the survival horror genre) but it can also represent peacefulness (through quiteness). 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) than 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].

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].

| external= GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques | examples= | examples=

| ex1=
Silent Hill Homecoming:
| ex2=
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. In this particular game, characterized by intense sounds during Gameplay and Menus, such composition sounds like Silence and it is very effective in emphasizing the impact of Failure.
| ex3=
Halo:
| ex4 =
Limbo: A paradoxical example of perception of quiteness despite the presence of Noise.
| ex5 =
Penumbra/Amnesia: Silence is central to the action where the PC gets frightened by the potential consequence of the the sound of his own actions. Silence also contributes to emphasize the Breath and Grunts of the PC. }}