[games_access] Richards Question about enhanced cc system

Sandra Uhling sandra_uhling at web.de
Tue Jan 6 08:58:54 EST 2009


Hi,

Richard wrote:
> 1) the location of the sound is not communicated through [CC] (unless of course: "Zombie Scream to your left")?
> 2) the behaviour of the sound is not (clearly) communicated through [CC] > if you have "dripping liquid sound", then: how fast is it dripping? is it liquid dripping in liquid or on concrete? Or...?
> 3) [CC] forces you to look at a specific area of the screen, (partly) removing your focus from the game(world)
> 4) There's no distinction between different types of sound (background music <> dialog <> interface sound ... also see: http://www.gamasutra.com/view/feature/3509/ieza_a_framework_for_game_audio.php )
> 5) ... ?

Here is my feedback based on my Experience (also when this is not much):

1) For shooter I think a "danger meter" is better as [CC], for the overview. For example like Crysis, you see where the enemies are and how danger it is.
But I am not sure about "close combat". Maybe there is could be helpful to "see the sounds". For example where is the arm, the knife,  where is the enemy exactly ?
This would also make a better immersion ?
(Little off-topic: I think that the sound alternatives in Terrestrial Invaders can also be fun to people who can hear, I like it)
Sometimes there is a puzzle in a game, where it is important to see where the sound comes from, for example for information where to go, to focus next, what object to interact with ...
In Tomb Raider Lara is often looking to an interesting and important direction. Maybe some games uses this with sound. 

2) maybe also the "danger" is not shown. Is everything alright, is something important going on, is something bad going on, is there a danger coming, ...
In Tomb Raider the first level, Lara is going through a gang and there is lots of fire. Then there is a sound that shows it is better to stop and wait.
The sounds gives here the hint that there is something very bad, so you better stop and wait.
This could be done with a blur screen or some other screen effects.
How far away is the danger: In sound you can have far away sounds and near sounds. So you hear if the danger is far away or near you.

3) I also would like ballons more than CC for special events. For example in a puzzle where comes the sound from.
In a combat: you should focus on the screen. And it is important to get the sounds in the area, where the combat is.

I hope this can help a little.


In general: maybe we should plan some wiki pages,
where we collect notes for special topics ?

Regards,
Sandra





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