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Sound design

  • SnowOwl
  • 05/01/2014 05:45 PM
  • 2521 views
The last week I haven't actually added much new stuff. Instead I have been working on a area that I love in horror games. Ambient sounds. If you ask me, this is the difference between a good horror and a great horror. It's the kind of sound that nobody will ever thank you for adding, but it adds SO much to the experience.
Try playing virtually any great horror game without the sound and you will see what I mean.
I just love those distant moans and groans, buildings that creak and insects that buzz in the background.

Posts

Pages: 1
CashmereCat
Self-proclaimed Puzzle Snob
11638
So I take it the sequel to this game is: It Moans?
Maybe, if the game is well received ^^
CashmereCat
Self-proclaimed Puzzle Snob
11638
Oh, and I'll also add to your thoughts that I'm starting to think good sound design can make the difference between a good game and a great game also. I mean, atmospheric sound can benefit any type of game, not just horror.

But horror especially. :)
Sure, I've seen plenty of non-horror games with crappy sound being called great. The opposite is rarely true for horror, though. I can't even think of a great horror game with crappy sound.
Sound is so important but often taken for granted when it's there. You start to notice things like opening/closing doors making no sounds all the way to more subtle things like footsteps being silent, when playing games that are not paying so much attention to sound design. It's not so easy to find sounds that fit, though, or to find something frustratingly specific for your game when it isn't easily found on the net. It's even more difficult to settle for lower quality sound effects in a horror game where you really want to hit that ambience just right.

So keep focusing on sound and even if no one praises you for it in the end, you know they'd enjoy the game far, far far less if you didn't put as much effort into sound/music as you should have :)
Tell me about it, I can spend an hour looking for a fitting ambient sound, even though I have a library of various sounds and the internet at my disposal.
And I might say that nobody praises the sounds I put in, but that's not entirely true. I do get praise for it, so thanks for that. I try to raise above the competition, which honestly isn't that hard when you think about that alot of RPG Maker horror games are made by people that never made a game before in their lives. Nothing wrong with that, mind you, it's just that sound design usually is pretty far down on first-timers list of important stuff to focus on.
Maybe I should write an article about this topic someday.
CashmereCat
Self-proclaimed Puzzle Snob
11638
Yeah, I think in particular I noticed that the thunder effect in Reap and Sow was when I realized, "Oh, so this is how you're supposed to do thunder in games". Because in real life you see the flash and then the sound comes after. I didn't really think of that when playing games, but it made sense.
It does, doesn't it? I think I made that scene the day after we had a thunderstorm.
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