Archive by Author | Aaron Trammell

The Role of Sound in Video Games: Pong, Limbo and Interactivity

Recently, I’ve been amazed by how well the sound design of the new Xbox LIVE game Limbo has been able to coax me into various degrees of panic. Visually, the game is monochrome – black, white and various shades of grey sink into and out of the television as I guide the main character, a little boy, through the landscape of his nightmares. Tension builds as sound is used to announce off-screen dangers as they slowly creep across the screen. The muffled thud-thud of a giant spider on the left prompted me to run to the right where I suddenly encountered the deadly scream of a buzz-saw roaring toward me. It’s scary stuff.  An ambient sound-layer is interrupted only by an occasional feedback crescendo or the rustling of the world’s many dangerous occupants. The soundtrack of Limbo says a lot about the game, which in turn says a lot about our culture. Video games are rarely the object of analysis for sound culture studies, this is fairly counterintuitive considering both their social impact and technological nature. Should sound studies take a closer look at video games – where would it start?

One option is to consider the game historically, as the convergence of several media discourses. First, there is cinema: The soundscape of Limbo borrows the formula that set the stage of desolation for so many low-budget horror movies. Consider the eerie silence of a horror movie like The Evil Dead and how there is a deliberate quiet within it’s conversation and music. These sonic memes are intended to invoke tension and surprise within the audience. Bruce Campbell, who plays the hapless protagonist, Ash, creeps through a similarly nightmarish landscape, inviting the listener into the soundscape of leaves, creaks, and screams. In a tradition, indebted to the aesthetics of Hitchcock, quiet soundscapes allow for broad dynamic shifts, juxtaposing safety and danger.

Another important discourse is that of video game history. Broad dynamic shifts in video games, have not always been the result of a deliberate horror aesthetic. Video games lacked sound until the release of Computer Space in 1971. A year later, the same creative team, Nolan Bushnell and Ted Dabney, would later found Atari and release Pong. Though Pong was a clone of an electric ping-pong game for 1966’s Magnavox Odyssey, Bushnell convinced Al Alcorn, the lead engineer, to hack-in sound. Silence, blips and beeps were for almost 25 years a result of hard technological limits in video games. As CD driven consoles were released in the mid-nineties, game sound was able to become more sophisticated, eventually integrating popular music seamlessly into games like Tony Hawk Pro Skater. Although game soundtracks were no longer constrained by the draconic limitations of console circuits (The Atari VCS was often unable to set its two lead voices to a similar scale – Karen Collins describes this more fully in her article “In the Loop”), game sounds still depend on the limitations of programming code. Limbo offers the latest technology, sound designer Martin Stig Anderson, has explained how advances in programming language have helped him to accommodate dramatic shifts in player control.

Game sound has always focused on the interactive, and Limbo is a great example of this development. Although games like Super Metroid and Portal have used ambient sound to emulate cinema, Limbo presents a living soundscape. Able to freely traverse the world, players can control the score of Limbo, a sign that music is becoming interactive in new ways. Is this a meaningful sign of technological convergence, or simply a reiteration of the existing aesthetic tropes?  You decide.

AT

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What Mixtapes Can Teach Us About Noise: Reading Shannon and Weaver in 2010

One of the most consistently fascinating aspects of sound culture studies is an exploration of the redemptive characteristics of noise. Instead of assuming a dismissive attitude toward the role of noise in society (See our exposé on John Leicester and vuvuzelas), or an uncritical but positive stance (Marianetti, 1909, “The Futurist Manifesto“), sound culture scholars work to provide a reflexive perspective which contextualizes the various nuances of noise in all aspects of society. In a recent seminar, focusing around communication, media, and information science, I was provided with an excerpt from Claude Shannon and Warren Weaver’s 1949 book, The Mathematical Theory of Communication. This was a dry but exciting read; it was a very influential text. Not only did academics specializing in communication theory explore it because of how well it helped to define transmission model communication, but Bell Labs funded Claude Shannon and used his research to help establish the global information networks on which we rely today. Telephone wires, cellular transmissions, modems and even instructional manuals all owe this work a debt of gratitude. Simply put, Shannon and Weaver explain that less noise results in a better transmission, so several mathematical algorithms are posited to reduce noise in communication technology.

The Mathematical Theory of Communication, pg.7

The present day information society has defined itself, and has even been constructed upon technologies which require noise reducing mathematical algorithms. These algorithms are so prevalent that we rely on them every day without necessarily noticing or understanding them. As a researcher, I wonder where people embrace noise, as these sites provide clues to the limits of information’s value. Although I can think of many, in light of our recent Blog-O-Versary Mix!, I choose to examine one of my most treasured – the mixtape. The mixtape exemplifies a site of resistance specifically because it is 1)a measureably inferior sonic format to CD, MP3 and vinyl, and 2) often mixtapes are used to encode messages meant for an ideal listener. The communities, couples and individuals who circulate mixtapes embrace its status as an obsolete technology, – they perceive its affiliations with noise as a strength, a contour, definition. Mixtapes are a form of symbolic currency where the message is often secondary to the communal connotations encouraged by its form. Noise can be read as a tactic, a space of densly coded inferences which resist traditional modes of authority. To understand a mixtape is to understand the community and contexts within which it circulates; no other explanation could ever prove adequate.

Shannon and Weaver constructed noise as a problem for communication in 1949, and this has certainly had a strong impact on the term’s meaning, supporting its negative connotations even today. Noise is a space of social resistance and identification, an organic model of social encoding and decoding where authority is subverted to a subcultural set of rules and rituals. Reading Shannon and Weaver makes me question the sociological: how indebted is today’s society to information, and does noise truly serve as a foil?

Here’s the essay Claude Shannon Submitted to Bell Labs: A Mathematical Theory of Communication.

Cassette From My Ex is a site which explores some sites of identification in information resistance.

AT

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