Silence

From SoundInGames.com - Sound Design in Games
Revision as of 22:29, 6 October 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
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

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 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. 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.
Halo:
[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

FakeX-front-v10.pngFakeX-back-v10.png