Difference between revisions of "Silence"

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| examples=
 
| examples=
| ex2=<mt p="Silence" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">A silent [[Ambiance]] and very few objects or events generating sound.</mt>
+
| ex1=<mt p="Silence" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">A silent [[Ambiance]] and very few objects or events generating sound.</mt>
| ex1=<mt p="Silence" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">In a newer installment of the Silent Hill series, [[Silence]] is still a prevalent [[Signature]].</mt>
+
| ex2=<mt p="Silence" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">In a newer installment of the Silent Hill series, [[Silence]] is still a prevalent [[Signature]].</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. 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="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 the sound of his own actions. [[Silence]] also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.</mt>
 
| ex5 =<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 the sound of his own actions. [[Silence]] also contributes to emphasize the [[Breath]] and [[Grunts]] of the PC.</mt>

Revision as of 19:43, 13 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
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Candidate Card (new in version 2.0)

Synopsis

Inducing the perception of the absence of sound.

Relationships

Contexts:
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. [pending:Yet, many times, Stealth actions are performed in non-silent scenarios, sometimes taking profit of the sonic camouflage provided by the 'environment'].

Examples

Silent Hill: A silent Ambiance and very few objects or events generating sound.
Silent Hill Homecoming: In a newer installment of the Silent Hill series, Silence is still a prevalent Signature.
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.
[show less examples...]
Limbo: A paradoxical example of perception of quiteness despite the presence of Noise.
Penumbra: Overture: 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.


External Resources

GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques

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