In this article, previously featured on "Game Design Aspect of the Month", Mini Monster Media's Audio Director Gina Zdanowicz discusses how diegetic and non-diegetic music
enhance a player’s gameplay experience.
Music has always been an important part of entertainment media. As
gaming continues to evolve, game music is more heavily relied upon to
integrate with the games visuals, to set the scene, and to evoke
players’ emotions. Game music should affect the gameplay, and the
gameplay should affect the music. The player’s actions influence the
interactivity and evolution of the music, just as the music influences
the player’s decisions during game play. This combination immerses the
player deeper into the gaming experience.
One of the biggest challenges in creating music for video games is in
understanding the limits of the game audio engines while trying to
provide a seamless interactive experience. Techniques such as varying tempo, genre, instrumentation and musical
notes can set the perfect mood for each area of the game and tell the
player exactly what emotions they should feel in those areas.
A layered score is a technique that has several streams with
different instruments on each. Those streams should be composed so they
are strong on their own and work well with the games visuals, but also
be able to be mixed together with the other streams to evolve the music
as the game play changes.
Music that builds to a crescendo can signal to the player there is
danger just ahead. A boss battle may require more intense music with
several layers of instruments and heavy percussion. After the boss is
defeated, the music slows down in tempo and the instrumentation thins
out, signaling to the player that the danger is no longer imminent.
“Super Mario Brothers” utilized increased tempo to signal to the
player that time is running out, which evokes a sense of urgency to
complete the level before running out of time. “Dead Space 2” uses
ambient soundscapes and a large orchestra to create an eerie, yet larger
than life feeling. A small string quartet was used in the game to
contrast the large orchestra and to portray the vulnerability of the
main character.
Both music and visuals must be well thought out and tightly
integrated to create a cohesive and ambient environment. A game’s pace
is just as important as the musical build up that allows the player time
to feel safe in order to deliver the next tense moment with impact.
When you take a look at how far music in gaming has come, it speaks
volumes to its importance in the game industry. Music is no longer just
set in the background of the game. Rhythm genre game titles such as
“Rock Band” and “Guitar Hero” offer a twist on standard game play and
offer music as the game.
A technique that is becoming more popular in games is diegetic
music. Diegetic music refers to music that originates from within the
game world. It’s always nice when a game score can incorporate epic
music in the game world, but in real life when you are walking around in
a park or on a beach, you don’t hear any music unless you have your
headphones on. Diegetic music, although coming from an object within
the game, can still set the mood of the environment.
Let’s take a look at some games that use diegetic music to enhance the player’s immersion into the game world.
“Fallout 3” makes great use of diegetic and non-diegetic music.
Characters in the game have wrist-mounted computers called the Pip-boy
3000, as well as radios scattered around the game world which play music
and other broadcasts from in-game radio stations. If the player has
their Pip-boy 3000 turned on, they have to be careful of the radio
alerting NPC’s to their presence. When the radio function is turned
off, non-diegetic background music is played through the game world.
“Bioshock” also uses a combination of diegetic and non-diegetic
music, as well as no music, to set the mood. In the game’s opening
scene, the player escapes from the plane wreckage to a lighthouse set on
a small rocky island. The lack of music in this scene hints to the
player the feelings of a desperate struggle to survive. After the
player enters the lighthouse, music starts to fade into the scene. The
music is coming from downstairs, which provokes the player to follow the
music down the flight of stairs to find the radio in a bathysphere.
The music plays two roles in this example: It gives the player a reason
to move forward in the game, as well as sets the mood.
The use of diegetic music in “Bioshock” really underscores the dying
city when the player enters a room with a scratchy, 60’s-era record
playing. Diegetic music, which is used in place of orchestral
background music, can be heard from around corners or can be muffled by
doors.
“Left 4 Dead” allows a player to turn on a jukebox, which
will attract a zombie horde. During this attack, instead of
non-diegetic music playing, the jukebox music continues to play even if
the jukebox is out of visual range.
“Grand Theft Auto” is, while cliché, a good example of diegetic
music. Car radios broadcast different stations and songs that the
player can choose to tune into while driving the vehicles in the game.
After all, who doesn’t love riding in a car with the music pumping?
A diegetic switch is a technique which can be used to continue the
diegetic music throughout the game. The music starts off as a diegetic
broadcast from a radio or other source within the game, and as the scene
changes, the music switches to a non-diegetic version of the same song
and continues to play in that environment.
“The Legend of Zelda: Ocarina of Time” starts with the diegetic
version of Saria’s as it directs the player through the lost woods maze.
As the song grows louder, the player is aware that they are moving
forward in the right direction. If they player goes off course, the
song’s volume decreases, alerting the player to change direction. After
the player learns the song, it becomes non-diegetic music in that
environment.
As video games evolve, game music must also evolve, allowing for a
cohesive integration for a seamless visual and aural experience, which
will deeply immerse the player into the game world and keep them there
until they press the pause button.
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Gina Zdanowicz is the Audio Director at Mini Monster Media, LLC.
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