How Sound Design Makes Games Feel Lonely

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
What is the loneliest sound you can think of? For me it’s...well, this. There’s something about a train horn in the  distance, especially when heard at night,   that makes me feel alone, regardless of  whether or not I’m around other people.   The way it cuts through the quiet darkness,  hanging in the air like a whisper on the wind,   resonates with something deep inside of me that  I don’t fully understand. Everytime I hear one,   which is a lot as I live right next to  a railroad, I feel a pang of emptiness. Sounds have so much power to elicit strong  and specific emotions from us; our brains are   hardwired to recall experiences and feelings  that we associate with the things we hear.   No reaction to a sound is universal, but there are  definitely common responses many of us have, and   when looking at games, that is one of the biggest  challenges sound designers and composers face:   finding a way to evoke a certain  feeling from the majority of players.   They have to find answers for what various  emotions sound like, and of course,   the one I find myself thinking about the  most is: what does loneliness sound like? The answer I imagine a lot of folks would jump to  is that it sounds like silence, but I think that   misses the mark. True and complete silence can  be unsettling, but it isn’t something most of us   actually experience all that often, so people’s  association between silence and loneliness   probably isn’t that strong. The feeling  of loneliness seems to come more from   sounds that break silence. Ones that remind  us of the space we are in. One of the most   common sounds that do this in games is wind,  whether it be whipping around the player or   brushing up against a building they’re  in. While wind exists almost everywhere,   it is strongest in high up and remote locations,  creating an association with secluded places.   Wind cuts through the silence and shifts  in intensity in an unpredictable fashion.   Its unpredictability can be unnerving, and  hearing it reminds me of late nights where   I couldn’t fall asleep and the only thing I could  focus on was the wind trying its best to get in.   Honestly though, tons of sounds can be  used to evoke that sense of loneliness,   whether it be rain, the ticking of a clock, the  static of an old radio, or even *train horn*.   In most public situations we are so bombarded  with noise that it can be hard for any one   thing to really stand out, so when placed  somewhere quiet where there are only a few   sounds loud enough to hear, those  noises become more memorable. Oftentimes though the loneliest sounds are the  ones made by the player character, the most common   being footsteps. Whether it be exploring an old  house or moving through deep caverns below the   ground, footsteps when paired with quiet noises,  create a sense of isolation. To sell it further,   designers typically make footsteps, and any noise  really, far louder than they’d actually be in real   life in order to make them stand out even more.  When the primary sound a player hears is one they   are making, the message being communicated is  that they’re alone...for now at least. Footsteps   in this context also usually have a decent bit  of reverb on them in order to match the natural   sound of a space. Reverb and echoes both give a  lonely quality to sounds. They occur most in big   empty rooms and long hallways, so when we hear  sounds that have them, we are reminded of being   alone in those places. The way sound travels and  bounces off things defines the feeling of a space. This technique is used to great effect in  Disco Elysium. When the player steps out   into Revachol proper, the first thing they hear  is a sad and slow horn playing in the distance,   echoing across the city. It reverberates off the  near-empty streets and rundown buildings. Revachol   not only looks like a city on its last limb, but  it also sounds like one. Through simply adding a   bit of reverb to the horn, it gives far more  depth to it; it becomes part of the scenery,   sticking in the air making the city  feel desolate and lonely. All in all,   it isn’t just sounds that can create a sense of  loneliness, but also how those sounds are heard. For instance, proximity to a sound can  also greatly augment the feeling it evokes.   Continuing with Disco Elysium, when the player  enters the Whirling-In-Rags, the bar’s theme plays   diegetically from the speakers. If the player goes  upstairs, the song continues but now at a distance   and with the floor blocking the sound, making  the song more muted. Hearing music, conversation,   and really any sounds of socializing through a  wall can feel surprisingly lonesome. Especially   when it is a social situation that you are not a  part of, because there is a sense of missing out,   of other people having fun and feeling connected  to each other, and you just being on the other   side of it, alone. It is a loneliness fueled by  a sort of envy, and while it seems like knowing   other people are close by should bring  some comfort, it often does the opposite. A similar technique is used to a slightly  different effect in Hades when entering   Eurydice’s chamber. Upon arriving, the  player can hear her singing offscreen,   seemingly on the other side of a wall somewhere.  As you approach, her voice gets fuller and you   can even move past the wall as to not have any  separation, but even then there is still a lonely   feel to it as her voice reverberates around her  big, empty chamber in hell. The difference here   is instead of the loneliness being directed at  the player character and in turn the player,   it feels attached to Eurydice. She’s trying  to come to terms with death and as the game   continues, we learn she also has been separated  from greek mythology's most famous sad boy,   Orpheus. While she is a warm person who is  capable of living in solitude, she has been   cut-off from everything she once knew, and that  loneliness can be heard in her singing. By having   the player first hear it from a distance, it  sets the tone for her character moving forward. Of course, creating a sense of isolation isn’t  always just about how something sounds. In fact,   one of the most effective ways to make a sound  feel lonelier is through juxtaposition. Take,   a game you’ve heard me talk about before, Outer  Wilds. When flying through space in the ship,   a calm yet driving theme plays in the  background that manages to be both reflective   and adventurous, which pretty much perfectly  encapsulates what the game is about. However,   if for one reason or another, the  player is separated from their   ship while travelling through  space, they are met with this:   *breathing sounds*. The only notable noise  is of the player character breathing and the   propulsion of their jet pack, both of which  not only illustrate how isolated they are,   but also that their two most important resources,  oxygen and fuel are being used up. When comparing   it to the lively theme that plays in the ship,  it is clear that this is not the way to travel.   While there is always a bit of a melancholy  feel to adventuring in Outer Wilds,   it’s moments like this that hammer home the  feeling of being alone more than any other. Another solid example of this can be seen with  The Wind Waker. While sailing during the day,   the Great Sea theme plays which is bubbly,  heroic and makes me want to stand on the bow   of a ship and look out at the horizon. However,  once night rolls around, there’s no music at all.   Just the soft sound of waves, the blowing of  wind on your sail, and the creak of your boat   as you change directions. This change in tone  accomplishes a lot. It helps keep things fresh   as despite the Great Sea theme being a  certified banger, it would become less effective   if it played constantly. The vast contrast  between the soundscapes of the two times of day   makes each far more distinct. Where the momentum  of the day section seems to be pushing players to   move to their next objective, the quiet of the  night asks for reflection. To slow things down   a bit. It also reminds players that not  every aspect of adventuring is glorious;   that sometimes it is quite lonely. Each  section serves to highlight the other,   always nudging players a bit off balance  so they don’t get too used to either. In general, music is a great tool  to use in order to set a tone,   especially a lonely one. I’ll admit now that I  know almost nothing about music theory, and in my   attempts to research it for this video, I walked  away feeling more confused than when I started, so   this examination of what makes music feel lonely  will be through the very academic lens of Vibes™. Some of the lonliest tracks I can think of  in video games come from titles focused on   exploring worlds that have largely been abandoned  and many of these soundtracks reflect that sense   of barrenness by being stripped back in terms  of instrumentation. Breath of the Wild relies   heavily on the use of piano, often accompanied  by a flute or a few violins. As you walk around   various areas, fragments of melodies play, causing  the vast, broken world to feel even more so.   While any instrument can sound lonely, I’d  argue that the piano is one of the lonliest.   Not only can it’s easy to reach high register  create a haunting feel, but functionally it is   one of the few instruments where a single  person can play both a song’s harmony   and melody. It’s an instrument for people who  play music by themselves. My favorite piece in   the game comes when riding a horse across  Hyrule at night; a piano plays what feels   like a haphazard assortment of as many notes  as possible; as it goes on, it feels just on   the edge of formlessness. It manages to be both  peaceful and a bit unsettling. The music almost   seems unsure of itself, and it’s wandering in  the same way Link is. Then the violins come   in to play a small portion of the original Zelda  theme, and excuse me for being a bit saccharine,   but hearing it for the first time felt like  finding an old friend in the middle of nowhere.   Almost as soon as the violins come in, they go  away, leaving the player once again alone with   the piano. The use of the original Zelda theme  in this track gives a reminder to fans of the   series of all the other adventures they have gone  on; hearing it provides a sort of warmth, so when   the musical phrase ends so suddenly, it leaves  the track feeling even lonelier than before. Another title that is a masterclass in  establishing a sense of loneliness to   its exploration through music is Hollow  Knight. The first few songs the player   will hear have similar instrumentation  to Breath of the Wild, using primarily   a piano and a viola. However, where the tone  in Breath of the Wild is more exploratory,   here it is somber. It almost seems like a funeral  dirge, making the lonely vibes feel driven by loss   more than anything else. As the player reaches  the town of Dirtmouth, which is nearly abandoned,   the music highlights the current state of the  once great Kingdom, Setting the expectation   that the world about to be explored is fractured.  Entering Hallownest proper shakes things up a bit;   the tracks start to feel a little brighter and  more instruments join the mix. For instance,   Greenpath’s track feels full of  life albeit, of an untamed sort,   which matches the general environment. Most of  the areas higher up follow a similar trend of   having songs with a fair bit of liveliness to  them, but as the player goes lower and lower,   that is quickly stripped away. Heading from  the City of Tears to the Royal Waterways brings   about a massive shift in instrumentation, going  from multiple strings, a harp, and a vocalist   to one lone cello. In Deepnest a few strings find  themselves in the mix but any sense of melody is   lost and they largely are there to play high,  piercing notes to accompany the burrowing of   lost bugs. And once the player gets all the  way to the Abyss, they are met with *abyss*.   It is hard to call this an actual song although  it does have the occasional string chime in. There   are hints of familiarity in the instrumentation,  but they have been broken down in an almost   unrecognizable way. It illustrates how far the  player is from what they’ve gotten used to. How   removed they are from any true sense of life.  How they are hopelessly alone. By stripping back   the music as the player gets deeper and deeper,  the game instills a sense of loneliness in them. While all of the things I’ve mentioned so  far are ways to bring a sense of isolation   to a soundscape, the most important  aspects to making any noise feel lonely   comes from the associations each of us have  with specific sounds. Our own experiences color   what sounds lonesome to us and its largely  based on things we heard when feeling alone. As a kid, I went to camp every summer, and during  the day it was the greatest time imaginable.   We’d play on the lake, climb rocks, run through  corn fields, all while forging friendships that   would almost certainly end once we all went  home for the summer, but for those few weeks,   were close as blood. Every night though,  the excitement of the day would wash away,   and I’d lie in bed, listening to the snores  of my cabin mates, unable to fall asleep.   And I’d just think. I’d think home. I’d think  about my family. I’d think about my friends.   I’d think about how I wasn’t used to being  away from any of them. I’d think about how   if I could just fall asleep, I’d wake up and  it’d be daytime and I could go back to all the   good stuff the days had to offer and leave this  feeling behind. And then I’d hear *train horn*. It feels silly that an experience so seemingly  inconsequential has stuck with me for this long.   However, people really don’t have control  over what sounds will have a profound   impact on them. So, while loneliness  can sound like a lot of things, for me,   it will always be the sound of a train in the  distance. The thing is, I kind of cherish it.   Obviously I don’t like feeling lonely all  the time, but it is when I do a lot of my   best reflection. It gives me space to clear  my mind and focus on where I am at, and, yeah,   it can be deeply uncomfortable at times, but  without it, the rest of my life wouldn’t feel   as sweet. The next morning at camp wouldn’t  be as glorious., so I kind of welcome it. Solitude is a common theme in games, and  throughout the process of making this video,   I realized that most of my favorite  titles ever are ones that cultivate   a sense of isolation and loneliness through  game design, story, visuals, and, of course,   sound. And it makes sense. It’s a way to  step into that lonesome mindset without   being stuck in it myself. Playing lonely  games validates my personal experiences;   it's proof that I’m not the only person who feels  alone at times, which should be an obvious fact,   but it's one that’s easy to lose track of. I  think part of why I love games that are able   to craft such lonely feeling experiences is  simply because they make me feel less alone. If you’re interested in hearing more about how  people react to sounds and more specifically   music, I’d recommend checking out the show  Secrets of the Brain which has an episode   that takes a scientific look at how music affects  memory and emotions. And the best way to watch it   is through this video’s sponsor, CuriosityStream.  CuriosityStream is a streaming service that has a   library filled with thousands of documentaries  on pretty much every topic you can think of.   Whether it be the episode of Secrets of the Brain  that I mentioned or some other doc, there is   something on there for everyone, and right now you  can get the best deal of the year. For under $15   a year, you can get a subscription for  CuriosityStreams as well as Nebula, which is   a creator-owned streaming service filled with some  of the best channels on YouTube, and they also let   me be part of it. It gives us a place to post our  work without having to worry about demonitization   or the algorithm, and it also gives us the chance  to experiment with ideas that don’t always do so   well on YouTube, meaning you get bonus content  while supporting creators and it’s all ad-free. So, yeah, for under $15 a year, you get  all great stuff on CuriosityStream as   well as tons of extra content from  awesome creators over on Nebula.   It really is a great deal and also helps support  this channel a fair bit, so check it out. Anyway, thanks to CuriosityStream  for sponsoring this video.   For all of you still here. Thanks! I appreciate  your support and viewership. This channel   is partly made possible because of my patrons, so  thank you to them for the support. And an extra   shout out to Elfinrez and WilliamGlenn8  for being an honorary bagbuten. With that, I hope you have a great day and/or  night, and I’ll see you in the next one.
Info
Channel: Razbuten
Views: 216,993
Rating: undefined out of 5
Keywords:
Id: Mt5SKnUGHOY
Channel Id: undefined
Length: 17min 6sec (1026 seconds)
Published: Tue Nov 30 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.