Re:Why Audio Matters: Hacking Gamers' Memories
by saturdaysaint on Thursday October 13, 2011 @04:49PM
(#3108706)
Scott Pilgrim had some of the most affecting moments in recent cinematic memory when sampling Nintendo classics - the combination of young adult infatuation and the Zelda wishing-well fairy music was fantastic.
Re:Why Audio Matters: Hacking Gamers' Memories
by alanfalcon on Thursday October 13, 2011 @06:46PM
(#3109110)
To get permission to use the music from Zelda, Edgar Wright wrote to Shigeru Miyamoto saying “This music is like nursery rhymes to a generation.”
Absolutely true, and it's very effective for that reason. I also believe it's the reason why Scott Pilgrim resonates so much with a certain generation and then holds little to no appeal outside of it.
Re:Why Audio Matters: Hacking Gamers' Memories
by PeterInouye on Thursday October 13, 2011 @05:48PM
(#3108922)
I loved the movie too. I never played the game, but the game soundtrack by Anamanaguchi was awesome.
Your description of Scott Pilgrim is pretty much my thoughts on Anamanaguchi in general--a combining of the old (chiuptune) sounds with something modern.
Re:Why Audio Matters: Hacking Gamers' Memories
by asianexpress on Thursday October 13, 2011 @02:46PM
(#3108247)
Is it just me, or is the music from SNES RPGs more memorable than any current day RPG music? I'm talking Chrono Trigger, Final Fantasy (Kefka's laugh??) -- you don't hear music like this anymore.
Music, that when heard, makes you want to play the game or relive the memories.
Re:Why Audio Matters: Hacking Gamers' Memories
by baddox on Thursday October 13, 2011 @03:22PM
(#3108401)
Do you mean the timbre of the instruments (obviously limited by the SNES chips), or the compositions themselves? I think the technical limitations of those consoles meant that catchy melodies were extremely important.
With modern audio, stock music can be thrown in easily, and it will sound decent and give the "epic" or cinematic feel the game designers want. But you often don't get memorable themes and relentless catchy melodies.
That said, there is some great composition in modern games. The Halo series is an obvious mention, with several memorable orchestral and piano pieces. Indie games often get closer to the composition style of the older video games you mentioned.
Re:Why Audio Matters: Hacking Gamers' Memories
by asianexpress on Thursday October 13, 2011 @03:51PM
(#3108509)
I would say the compositions -- but perhaps it is due to the technical limitations as you mentioned. I can definitely say the compositions because I think they sound even more amazing in the hands of an orchestra, or in piano collections. Maybe I'm just a Nobuo Uematsu fan
I do agree that the Halo music is pretty good and memorable (especially the whole chanting monk deal).
Re:Why Audio Matters: Hacking Gamers' Memories
by PeterInouye on Thursday October 13, 2011 @04:00PM
(#3108536)
In some ways, both! The music definitely did have to work with the limitations of the SNES, but that audio chip (at the time) blew everything Sega had out of the water. I agree with asianexpress- Nobuo Uematsu is just awesome. But the sound of the trumpets on FFVI sounds so unique to the SNES too!
http://www.youtube.com/watch?v=7BPGle3hTWk&feature=relat...
Re:Why Audio Matters: Hacking Gamers' Memories
by JonnieCache on Thursday October 13, 2011 @07:49PM
(#3109298)
While I am willing to agree that it may have been objectively better in some ways, this effect is almost entirely down to the fact that we were kids then.
Every experience is so raw as a child, due to having had so few of them at that point. Therefore the memories feel more vivid.
Re:Why Audio Matters: Hacking Gamers' Memories
by PeterInouye on Thursday October 13, 2011 @03:05PM
(#3108327)
So true. The SNES audio chip just had such a distinct sound, and at the time it was better than the midi on my PC! Oh the hours I spent in FF III (or FF VI as we know it now)...
Re:Why Audio Matters: Hacking Gamers' Memories
by guan_yu on Thursday October 13, 2011 @08:36PM
(#3109423)
The fact that he refers to music as "branding" makes me want to put my fist through his face. The soundtracks we all love, the ones from games such as Zelda, Chrono Trigger, Final Fantasy... they're all monumental works of considerable effort and artistic merit. People remember these games, they're such classics because they were ... art. It's not branding in the same way the Mona Lisa isn't branding for Leonardo da Vinci.
Re:Why Audio Matters: Hacking Gamers' Memories
by dpcan on Thursday October 13, 2011 @10:04PM
(#3109609)
Music in games is most certainly part of the branding. Think of the opening chip tune to super Mario bros. Or the song that plays while the contra logo scrolled in.
Those songs are as much a part of the brand as the characters, titles, enemies, sounds, etc.
They are almost like jingles on commercials. They belong to the brand.
The fact that they are works of art, or how they are made, or who makes them means very little once they become part of the brand.
Re:Why Audio Matters: Hacking Gamers' Memories
by PeterInouye on Tuesday October 18, 2011 @06:11PM
(#3127494)
@guan_yu: I definitely see music as art and not just a part of the IP/brand. But not all developers see music the same way, so I was just trying to appeal to their business sense--if not to their artistic sense too.
Music is part of the game, not a window dressing. But some of that music would never have been known without the game too--there's so many orchestral composers in the world, what are the odds that we'd really get to know one guy from Japan if it wasn't for Final Fantasy? And didn't he create the 'sound' of FF while at it? That's probably why I never really liked the FF series after Uematsu went over to Mistwalker.
Re:Why Audio Matters: Hacking Gamers' Memories
by ctdonath on Thursday October 13, 2011 @11:18PM
(#3109776)
At the end of iD's Doom II, the final boss produces a repeated "kafoomBOOM" sound.
That sound, like the Wilheim Scream, shows up freaking EVERYWHERE (ok, not quite that bad but it seems that way). Dunno if anyone else notices it, but it has reminded me of that game at least monthly for over 15 years.
Re:Why Audio Matters: Hacking Gamers' Memories
by thwarted on Thursday October 13, 2011 @06:41PM
(#3109095)
I recently noticed that two of the most popular Clan Arena maps on QuakeLive (at least on the servers I frequent) both have the same background music, and I've been wondering how much that contributes to the way people pay the game/map and how quickly they learn it.
(Some of us are still keeping Quake3, via QuakeLive, alive)
Re:Why Audio Matters: Hacking Gamers' Memories
by dmbass on Thursday October 13, 2011 @06:26PM
(#3109049)
I agree that audio is a very important aspect of games (and other forms of media like video), but do people really play mobile games with the sound on? When I do, it's either to my own soundtrack or none at all.
Has anybody actually polled the device volume level and ambient noise level when people are playing their game?
Re:Why Audio Matters: Hacking Gamers' Memories
by davidtyleryork on Thursday October 13, 2011 @06:32PM
(#3109072)
I havent seen that polled before. Either way, I am playing mobile games with the sound on pretty often now. I find it's kinda weird to play a game with my music in the background, it doesn't fit
Re:Why Audio Matters: Hacking Gamers' Memories
by TheIronYuppie on Friday October 14, 2011 @06:38PM
(#3113228)
I commented on the site, but I could not agree more with this. We (http://www.hark.com) have millions of sound bites, and some of the most popular, without fail, are from video games - either from last week's latest release or twenty years ago.
Re:Why Audio Matters: Hacking Gamers' Memories
by zipdog on Thursday October 13, 2011 @06:51PM
(#3109128)
I recently piped just the audio from a bunch of classic games to a group of people: every game was recognised quickly and spurred distinct memories of the games, though no-one had played any of them for years.
Re:Why Audio Matters: Hacking Gamers' Memories
by diziet on Thursday October 13, 2011 @06:17PM
(#3109016)
Although these headsets are pretty decent, they pale in comparison to similarly priced headphones from companies that specialize in audio equipment. Something in that ($200) price range are the Sennheiser 595s. I say this as someone who has used both.
Absolutely true, and it's very effective for that reason. I also believe it's the reason why Scott Pilgrim resonates so much with a certain generation and then holds little to no appeal outside of it.
This article (in which Michael Cera interviews Edgar Wright) has a bit more detail. http://www.wired.com/magazine/2010/06/ff_cerawright/all/1
Your description of Scott Pilgrim is pretty much my thoughts on Anamanaguchi in general--a combining of the old (chiuptune) sounds with something modern.
Music, that when heard, makes you want to play the game or relive the memories.
With modern audio, stock music can be thrown in easily, and it will sound decent and give the "epic" or cinematic feel the game designers want. But you often don't get memorable themes and relentless catchy melodies.
That said, there is some great composition in modern games. The Halo series is an obvious mention, with several memorable orchestral and piano pieces. Indie games often get closer to the composition style of the older video games you mentioned.
I do agree that the Halo music is pretty good and memorable (especially the whole chanting monk deal).
Every experience is so raw as a child, due to having had so few of them at that point. Therefore the memories feel more vivid.
Those songs are as much a part of the brand as the characters, titles, enemies, sounds, etc.
They are almost like jingles on commercials. They belong to the brand.
The fact that they are works of art, or how they are made, or who makes them means very little once they become part of the brand.
Music is part of the game, not a window dressing. But some of that music would never have been known without the game too--there's so many orchestral composers in the world, what are the odds that we'd really get to know one guy from Japan if it wasn't for Final Fantasy? And didn't he create the 'sound' of FF while at it? That's probably why I never really liked the FF series after Uematsu went over to Mistwalker.
That sound, like the Wilheim Scream, shows up freaking EVERYWHERE (ok, not quite that bad but it seems that way). Dunno if anyone else notices it, but it has reminded me of that game at least monthly for over 15 years.
Yeah, audio hacked this gamer's memory all right.
(Some of us are still keeping Quake3, via QuakeLive, alive)
Has anybody actually polled the device volume level and ambient noise level when people are playing their game?
I only put my own music on for puzzle games like solitaire.
I'm quite happy with my Audio Technica Pro 700, but wish it would cancel more external sounds.
In fact I would say there is a strong reverse correlation, for most categories.