Difference between revisions of "Silence"
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| ex3=<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. 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]].</mt> | | ex3=<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. 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]].</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> | ||
+ | | ex5=<mt p="Silence" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
<!--| ex_ =<mt p="Silence" g="Penumbra" altg="Penumbra: Overture" w="{{R16by9W}}" h="{{R16by9H}}">[[Silence]] is central to the action where the PC gets frightened by the potential consequence of the sound of his own actions. [[Silence]] also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.</mt>--> | <!--| ex_ =<mt p="Silence" g="Penumbra" altg="Penumbra: Overture" w="{{R16by9W}}" h="{{R16by9H}}">[[Silence]] is central to the action where the PC gets frightened by the potential consequence of the sound of his own actions. [[Silence]] also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.</mt>--> | ||
| external= | | external= | ||
[http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques] | [http://www.gamasutra.com/php-bin/news_index.php?story=27644 GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques] | ||
}} | }} |
Revision as of 19:27, 21 December 2011
The card's front face | The card's back face |
Synopsis
Inducing the perception of the absence of sound. |
Relationships
Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness , Anticipation .
Uses:
Ambiance .
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. Some games explore the contrast between the loudeness of the environment and that of the player's actions. In such cases, the surronding sound servers as a sonic camuflage, and the quiter it is, the harder the challenge of remaining undetected.
Examples
External Resources
GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques