Audio and music

Audio and music

Right after a player notices the visual effects in a game be it before or after beginning the game, the player notices the sounds that are used to enhance a player’s experience. Usually before arriving at the menu the player might be introduced to the studios and producers responsible for releasing the game to the public and often input different sounds effects in order to not bore the player in anticipation for the actual game. After going through the list of studios or creators of the game, the player usually arrives at the menu where the player is given several options which always include the start of the game, the settings of the game which can be manipulated and other options that are put to the liking of the creators. The movement of the cursor is even given a particular sound when moving through the list of options which are often very distinctive and later on memorable that are even recycled and edited to be used in sequels of long lasting game series. Sound is input simply when moving the cursor, but sound is also input when a player decides to go back by pressing a particular button which puts the player in setting that everything in the game produces a sound, even if it only is in a game’s menu screen. Not only are sounds involved in the menu, but the player may also experience the score or soundtrack of the game if the creators decide to put it in. This all occurs before actually starting the game, which already involves a lot of effort from the part of the creators of the game which might not be immediately noticed by the consumers of the specific product. Once the game actually starts, the players are immersed by features of the game such as in-game dialogue, music, visual effects, atmosphere, etc. Some games might focus on features such as writing, enemy AI, environmental interaction or visual effects, but all games are supposed to give their undivided attention to audio. Without audio, a player cannot be fully immersed in the video game he or she is playing. It is true that the lack of audio during a certain scene or moment of the game can really enhance the player’s immersion, such as a deafening sound of a nearby explosive or the death of an important supporting character. One specific example could be in the third installment of the Gears of War franchise developed by Epic Games. In this cut scene, the atmosphere is set with the overwhelming sounds of bullets, explosions, grunts, screeches and shouts coming from both sides of the conflict, with a dramatic and stressful soundtrack playing. In order to quickly change the atmosphere, a main supporting characters drives to his death in order to save the group, and the mood is completely changed by slowing down the audio to suit the pace of the visual effects which is now all occurring in slow motion, a gloomy song relevant to the game series is played right before and after the death of the character in order to enhance the loss of an important character, and the voices of every character is muted out which places a greater focus on the visual effects and also on the song that is being played

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