LECTURE
WEEK 10 MMST 12016: Audio at Play
Audio and computer games.
Introduction
In this weeks lecture we look at digital audio and video games. The video
game industry is one of the largest contemporary cultural industries,
and for that reason it is important to spend some time considering some
of the issues particular to the design an development of audio for games.
Consideration of audio in games is also a good point from which to think
about the role of sound in creating a "virtual reality". I use
inverted commas because, in most games, we are not talking about a virtual
reality environment as the term is usually defined. While current game
design aims to provide an immersive experience for gamers, the visual
elements of games remain two dimensional, ad fixed on a screen in front
of the viewer. However, games are becoming increasingly immersive and
increasingly realistic, and it is possible to argue that they represent
the first popular application of virtual reality in popular culture. With
the advent of inexpensive surround-sound-capable audio cards and surround
speakers, the audio component of games leads the way in this regard.
This week's material incorporates a "guest lecture" by gamer
and Multimedia tutor Peter St James. Peter's lecture illustrates some
of the many way sound contributes to the experience of game play, and
emphasizes the subjective experience of the gamer.
Computer games, contemporary culture and audio: an historical perspective.
In 1972 the US company Atari released the simple tennis game Pong. On
the left and right hand sides of the screen was a white stripe, representing
a paddle. A white block representing the ball flitted from side to side.
Game play involved manipulating your paddle and keeping the ball in play
for as long as possible. The game took its name from the real-world game
that it resembled, and from the sound the game made when hit by the panel
- Pong (Herman et al). Six years later, the release of Taito's Space
Invadersushered in the golden age of arcade games. A year later Atari
released the first successful home video game console, the Atari 2600.
In the late seventies and particular in the 1980s, arcade gaming and its
home equivalent became important aspects of mainstream youth culture.
Gaming on home computers generally lagged behind the arcade and the console,
but caught up in the 1990s.
Throughout this period, the use of sound was critical to the success
of these games and integral to the gaming experience. One of the more
popular early games was Berzerk, released by Stern in 1980. Berzerk
represented a breakthrough in digital audio production as it marked the
first time in gaming that digitally synthesized voice was used. Berzerk
made use of several phrases, including "coins detected in pocket"
which would occasionally emanate from the machine when it was not being
played. At the time, the use of such digitized voice represented a significant
investment by Stern. I have been unable to locate exact figures, but by
most accounts the budget for this part of the game alone was several tens
of thousands of dollars, a very large sum at the time, particularly as
the game contains a total of only about thirty words.
Below is a screen shot of the game, and a link to an mp3 file containing
sound captured from the game play, including some of the famous digitized
voice.

berzerk.mp3
In terms of technological sophistication, and hence quality of game play,
arcade games had a head start over the home console and the home computer.
By the mid to late eighties technological advances, combined with the
extra resources that accompanied the growing size of the console market
significantly narrowed the gap. By the late eighties, the home consoles
were no longer in the shadow of the arcade machines, and many of the most
popular console games were never saw release as arcade games.
The rapid development of gaming technology makes the arcade/console/computer
game a very interesting cultural site. While, even during the golden age
of the 80s and early 90s, games became passé shortly after their release,
the better ones were remembered with a fondness bearing on nostalgia.
The rapidity of the development meant that games passed into the realm
of nostalgia more quickly than most other cultural products. Consider
another classic game, Pac Man, from 1980. Again, a screen shot
and some sounds have been provided.

pacman.mp3
Pac Man is one of the few games that became known outside of youth
culture (Space Invaders is another). Of course, games from the
later period of the 1990s became well known as they were often part of
cross-media franchises, and as such crossed over into another branch of
pop culture. The recent Tomb Raider and Final Fantasy movies
are good examples of this phenomenon
By the late 1980s, arcade games were no longer novel, and were being
challenged by the home console market. Yet the "classic" games
had come to signify something to those who had played them as teenagers
or younger children. There was a brief phase where older games were revived,
often in a self-consciously parodic or excessive manner. A postmodern
move on accelerated nostalgia was taking place, and audio was a large
part of the formula. Have a look at the next screen shot, from 1987's
"PacMania". Also listen to the audio file that has been
supplied.

pacmania.mp3
You will notice that the video component of the game was much more sophisticated.
The game played on a screen that scrolled horizontally and vertically,
and much of the screen real estate was taken up with images of homage
to the original Pac Man. The audio component too had its similarities,
but the excessive use of stereo panning and ostentatious use of complex
music and sound effects contrasted sharply to the quotations from the
original lo-fi soundtrack. The high-resolution of the video component
did not add to game play, in fact it detracted due to the scrolling it
necessitated. Yet the overall game design made a point about the place
of Pac Man in the history of the arcade game. I suggest that the
elaborate audio component needs to be seen in the same fashion.
This self-consciously nostalgic use of gaming's back catalogue is best
exemplified by the phenomenon of "retrogaming", where the arcade
games of the retrogamer's youth have become significant objects of nostalgic
recollection and are preserved, revived and celebrated. In large part
this phenomenon, which is an aspect of a larger "retro" sensibility
in contemporary popular culture, is a product of digital technology. Fabio
Da Silva and Jim Faught make an interesting link between this fashion
and the technology through which it is practiced and disseminated:
The recent preoccupation with nostalgia has been constructed
on the selective isolation and petrification of cultural objects who's
existence was predicated on another material basis of production. By
transporting artifacts, unencumbered by the negativity of the past,
they may now be used to fictionalize past and present experience. As
presently constituted, nostalgia requires a collective emotional reaction
toward, if not an identification with a symbolization of the past.
(da Silva and Faught, 48-9)
Da Silva and Faught are talking about technology that allows the use
of one form of "petrified" media in another, whereas the PacMan/PacMania
example above is an example of one cultural form cannibalizing its past.
Their point remains relevant. Retrogaming however is a prime example of
technological petrification; through the use of emulator software that
runs on standard PCs, the arcade games that originally ran on idiosyncratic,
custom hardware have become artifacts. The games live on,albeit serving
a new purpose, long after the demise of the original hardware and the
lack of a market for outmoded games. If you want to know more about this
interesting subculture, go to a search engine and carry out a web search
for "retrogaming".
As the children and teenagers who played these arcade and console games
grew up and took their place in adult society, a significant proportion
of them retained a taste for gaming. While for some this remained a nostalgic
interest, the majority have retained a current interest. Microsoft's current
attempt to enter into (or some would say dominate) this market attests
to the degree to which gaming has become a major and mainstream cultural
industry. The industry is now very large, and there are multimedia firms
that specialize in the production of audio for video games. One such firm
is Sound Tomatoes, and their web site
is interesting.
Before moving on to other issues of audio and gaming, I will leave you
with one more link. GameSpot has
an online feature on the history of computer game sound that is worth
investigating for a more thorough history
of video games, and video game sounds.
Games, Audio, and Virtual Reality
The guest lecture below details one gamer's experience of sound in an
online game world. The online world of Anarchy Online does not
fully accord with the traditional definition of virtual reality: The character
is represented as an avatar on the computer screen, rather than the gamer
entering into the world and navigating through it wearing virtual reality
goggles. In other words, the gamer is never "present" in the
Anarchy world. Yet a well-designed game built around a virtual, navigable
space can immerse the gamer through game play. As Peter St James suggests,
audio is a very large part in this process.
Before you read Peter's account I would like to direct you to two readings
from Heim's book, Virtual Realism. The first excerpt (pp 42-50) discusses
approaches to what he calls virtual realism. Bearing in mind that Heim is, in fact here, reviewing an exhibition of virtual reality art, much of the discussion
situates Heim's view of VR in relation to two opposing camps: particular
cyborg theorists who suggest that the augmentation of our experience with
(computer) technology is inherently and unproblematically liberating,
and neoluddites who see little of value in VR. You do not need to concern
yourself with these contexts, but should focus on Heim's tentative definitions
of virtual realism. As you read the section on Anarchy Online. you should
consider how well you think Heim's approaches apply to Anarchy Online.
Remembering back to the discussion about the nature of the visual and
the aural in Lecture 1, you should think about the place of audio in virtual
reality.
The second excerpt (pp 94-98) discuss an example of "world construction"
using audio. You should consider the ways in which audio can be used to
construct an environment as you read the following section. You should
also reflect on how such "world construction" might aply outside
of gaming and VR, and consider the qualities of sound that make it an
appropriate medium for such an enterprise.
Readings: Heim, Michael. Virtual Realism, Oxford University Press, 1998.
The role of audio in developing gaming environments
Peter St James
As the world of computer gaming comes closer to reproducing real life
environments, the role auditory stimulus plays becomes more important.
The human body understands its world through five senses. The computer
interface immerses the human into their world through three of those senses.
The most dominant is visual. Various peripherals explore the sense of
touch, predominantly focusing on vibration. How then does the auditory
sense figure in the reproduction of real world interaction?
"Auditory feedback can present further information when
the bandwidth of graphic information has been exhausted, as is often the
case with the present emphasis on graphic presentation." (Lombardi)
Bandwidth here refers to the amount of information the eye can register
through visual stimulus. The difficulty facing game developers is not
the limitations of hardware in developing graphical representation, but
the limitation of the human eye in its ability to absorb the amount of
environmental information presented visually. Here in lies the importance
of sound to the development of gaming environments. As Lombardi puts it:
"[b]y expanding conventional interfaces in another dimension, sounds make
tasks easier and more productive."
In many areas sound is more suited than graphics for delivering information.
Game developers are now understanding that sound can also free up graphic
areas for other uses. The solution to improving graphical bandwidth issues
was to replace many graphic features with auditory ones. This increasing
dependence on audio to produce stimulation has helped the computer interface
approach replication of the real world.
The computer chip however has a long way to go before reproducing the
unpredictable nature of human interaction. So it is through networked
or online gaming environments that the combination of real human interaction
with computer generated 'worlds' produces the closest thing to 'reality'
available to the gaming enthusiast. With this in mind let's take a look
at one of the leading online gaming communities Anarchy Online.
Anarchy
Online (AO) is a game set in a futuristic time frame on a planet called
Rubi-ka. In considering the role of audio in this online gaming environment
we will look at audio as ambience, navigation and narrative. Before we
delve into the interface lets have a quick look at the video introduction
to the game. First listen the the audio
file. What imagery is formed when listening to this file? What parts
of the auditory affect the images you visualise? On the resource CD there
is a video file - intro.exe - of this same introduction. You should view
this if you are able. Is it what you expected?
NAVIGATION

Navigation describes how a gamers use the interface that allows them
to interact with the gaming 'world'. A veteran gamer will subconsciously
respond to generic sound effects accompanying most contemporary game interfaces.
The common 'bing' is universally associated
by gamers with a confirmation of a command entered into the interface.
Just as recognisable is the 'dud' sound letting
the player know that the interface command they issued is not correct
or available.
The AO interface provides a number of sound effects supporting keyboard
and mouse commands. These include a button press,
open, close,
and drop.
Environmental support of the interface exists through The physical environment
of AO's interface is supported by sound effects such as a door opening
and closing, that confirm a command
issued with a graphic game element.
The AO game sounds are saved on my computer's hard drive where as the
graphic components are controlled through the game's online server. As
I only have a 56k modem, some of the graphic responses to interface commands
can suffer lag. More times than not it is the audio response that lets
me know the game has received an interface command.
"As each type of switch in real-life has its own texture and resistance,
each type of software switch (e.g. an on-screen button) could have its
own sound which the user would associate with that button and that function.
As familiarity with the sound grows, the user will associate a sound not
only with its respective button, but also with its function. So not only
will the user know by the auditory cue their action was registered, they
will also know, with utter immediacy, what action was performed - without
having to read a label or other description within a dialog box." (Lombardi)
AMBIENCE
To
be honest the first thing I do when I start a game is turn the background
music off. In most games I have played I have found it annoying and a hindrance
to hearing the game's sound effects. Until I started writing this lecture
I hadn't even listened to the background music in AO. The music is quite
subtle and created to accompany the environment you are in. The game designers
have segmented it into areas such as day and night, city and forest and
whether you are a clansman (local) or an omni (industrial) orientated character.
AO background music is comprised a patching a number of small wav files
together creating a random loop effect.
The following are examples of background music used in AO. Clan,
Omni, Forest,
Cave. They do set the mood and compliment
the atmosphere but when things are moving along I hardly notice the music
anyway. When I asked some other gamers about the AO background music a
couple responded that they listen to mp3 files while they play. Most agreed
that they turn the music off as well.
Music has a tendency to blur into the subconscious when I concentrate
on something. Music in the car can become a background noise if I focus
on alternate things and the same happens with computer games. When I become
focused on the game narrative, the background music ceases to exist. It
is here that background music developed to enhance the ambience of a game
can play on the subconscious supporting the 'feel' of the environment.
One of the first things that I noticed in playing AO was the inclusion
of various weather elements in the rendering of the environment. During
a session of playing I can watch the sky cloud over and hear the thunder
rumble in the distance. Very soon there is lightning
and it begins to rain. Later I can
see the sun come out and the hear the birds
begin to sing. These subtle effects reflect real-life experiences and
their gradual development within the environment help support the ambiance
of 'living' in a simulated world. I recall having to take cover once because
the 'storm' was so bad I couldn't see. The rain was belting down with
a howling wind and thunder and lightening
crashing down around me. It was the most stimulating audio environment
I have ever experienced, created solely for the purpose of ambiance.


AO has visually stunning graphics and the aesthetics of the landscapes
is highly developed. However, as you can see for yourself below, if you
only engage the landscape visually all it is is a picture. Admittedly,
in-game I can move around these landscapes as if they are three dimensional,
but they do not become an environment without the auditory component.
To create the ambiance of a landscape, the gaming environment relies on
sound to 'solidify' the feel of area around the player character. Recently
I logged on to play AO and after a short time was puzzled because something
wasn't quite right. I realised I had forgotten to turn my speakers on.
Subconsciously I had noticed something askew. The environment I was playing
in seemed 'flat' because it was missing the audio integration. The realism
of environments in AO is not improved by sound, it relies on sound. By
including a variety of sounds that you would normally hear in real surroundings,
the player feels more 'at home'. This for me makes the gaming surrounds
seem more realistic and easier to 'slide' into. To me the planet of Rubi-ka
exists. If may be artificial but it exists as a real place regardless
if that space is electronic and intangible. When I play I exist in that
space and the sounds are central to the accomplishment of this immersion.

Examples of AO landscape sounds
Cityscape Forest
Ocean
Plains Nightclub Cave
Another interesting feature of AO is the inclusion of footsteps. Taken
for granted as a real environmental auditory event, they are adopted in-game
quite easily to signify movement and also surface. Footstep - concrete,
sand, and water.
The sound of npc and player footsteps around me also adds to the realism
of the game. I can stop at a closed door and hear someone walking around
in the next room.
I categorise non player characters (npc) into three subclasses of automated,
animal and humanoid. To me the audio that supports playing with these
npc are crucial to the success of a game. Poorly developed npc sound effects
would be enough for me to 'trash' a game. I also hate those games that
have the same sound effect repeated over and over. Like the music it becomes
a background sound that needs muting. Npc sound effects need to be loud
and intrusive so that the effect of interacting with npc has an atmosphere,
whether it be fighting, searching, controlling or negotiating. AO draws
its npc sound effects from a bank of sounds for each different automated,
animal or humanoid npc. The game moves through the sounds randomly responding
to what is happening in the game environment so that no sequential sound
is the same. You can shoot an npc a number of times and get a different
'npc hit' sound each time. This makes AO an excellent game in terms of
npc interaction. Having such a large variety of sound responses not only
increases the enjoyability of interacting with computer controlled graphics,
but saves them from an existence as mere gaming obstacles (a simple analogy
to explain obstacle would be the ghosts in Pac Man).

Automated npc sound1, sound2

Animal npc sound1,
sound2, sound3,
sound4, sound5

Humanoid npc hit,
dying
As
with most contemporary games AO provides control over the audio elements
of the game. You are able to switch music and sound effects off and on
and set the levels. AO also includes the option to provide 'battle' music
where chosen. The player can have battle music only appear when their
opponent is tougher than they are, or set it for all battles. In this
way the music provides an indicator free of graphic stimulus.
Background music when fighting opponent - tough,
medium, slight.
As with most contemporary games, AO provides an interface 'slider' to
adjust audio levels. When gaming I like the sound effects to intrude upon
any background sounds. In this way the audio is my main indicator of event
changes or response(s) to actions.
NARRATIVE
As discussed
above I recently had an incident where I forgot to turn on my speakers.
I was in combat with a team of characters and was having a hard time of
it. My character is a medic and as such my role in teams is to keep everybody
alive. I had not realised that I actually used the sounds of battle to help
me orientatemyself and locate players needing my assistance. I use a visual
bar to keep track of their health but in the middle of combat I find them
by the grunts and sounds of gunfire. In an average team of four to six players
the characters usually have a variety of weapon types. Thus by listening
for a certain type of weapon sound I know who is where. The grraphic interface
does not provide this interaction at any speed satisfactory for me to interact
with the game. I have a mini map that shows where people are but rarely
use it. It's role is as backup when I get lost. In this way these sounds
take on the role of narrative as they are part of immersing myself into
the game. I use these sounds to engage the storyline of the game.
Most narratives in AO require interaction with npc. A common narrative
is a dungeon 'shoot em up' environment. When moving about inside a building,
cave system or even a forest a player is surrounded by sounds. In amongst
those sounds is the sounds your opponents make.
"Our ear is able to define the direction on a sound and the distance
to its source more or less precisely." (Simanenkov Dmitry, http://www.geocities.com/guitar_effects1/3d_sound_new/3ds1.htm).
AO uses pitch and attack to create distance for its npc sounds. A lower
frequency pitch combined with a longer attack signifies distance.
As the npc gets closer the frequency
becomes higher and the attack is shortened. In this way by listening to
the sounds I can predict how far away the npc is. The sound also becomes
clearer when the character faces the direction of the npc, so by turning
on the spot I can direction myself on the npc Most of my direction sense
in-game is done by sound.
I wasn't too sure whether npc voice responses accompanying elements of
the game would be navigation or narrative. My choice came down to the
fact that the voice responses were not a consistent g.u.i. (hraphical
user interface) support but rather an element of the game. Voice responses
are not used extensively in AO. They only exist in the character
creation area(s) and the 'terminals'
used by characters to create narrative, maintain their characters, and
store items. These areas would be the initial environments used by new
players so the voice responses are auditory support for learning how to
use key components of the game.
Anarchy
online enables the gamer control (no matter how artificial) over narrative
paths taken by the gamer's character. It's a bit like reading a book but
better. One of the characters is mine and I play a part in writing the
story. Its the reason I play. Like a good book, if its a good story then
I keep on reading. So the narrative has to be good for me to keep playing
a game.
To me the narrative is successful if all of the sounds are working together
to improve the reading of the story and make the story-line come alive.
So the better the audio support of navigation and ambiance, the better
the response of the player to the game narrative. If the audio helps the
navigation of the interface, game play is smoother and more acceptable
to me who is busy typing, pressing, clicking an moving peripherals attached
to the computer. If the background sounds make the surrounds come to life
then I can immerse myself in the game. It becomes more 'real' to me and
makes the game narrative more enjoyable. And if the sound effects improve
the quality of my interaction with the environment, other players and
npc then events are more stimulating. This stimulation is the key to the
life-span of a game. When looking at AO we are talking about a game that
will be played over years, not days or weeks.
There is a little saying "Life is a book." Gaming environments
like AO create a life of their own. The believability of these environments
depends on how well sound is used to develop them. I can login to AO,
close my eyes and experience the world through what I hear.
WORKS CITED
Fabio B. DaSilva and Jim Faught, "Nostalgia: A Sphere and Process
of Contemporary Ideology," Qualitative Sociology, 5 (1982), 47-59.
Leonard Herman, Jer Horwitz, Steve Kent, and Skyler Miller. "The
History of Video Games", Gamespot,
http://gamespot.com/gamespot/features/video/hov/, n.d., accessed 2002.
Lombardi, Victor, ""Audio on the Internet", Noise
Beteen Stations, http://www.noisebetweenstations.com/personal/essays/audio_on_the_internet/,
1997.
Glenn MacDonald, "A Brief Timeline of Video Game Music",
GameSpot, http://gamespot.com/gamespot/features/video/vg_music/,
n.d, accessed 2002.
Siamnenkov, Dimitry, "3D SOUND: History, Theory, Hardware and Software",
http://www.geocities.com/guitar_effects1/3d_sound_new/3ds1.htm, 2000
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