Game Feel: audio feedback
9/14/19
I tried to find if there was a scientific term for the element of game feel where the feedback the game gives the player information had a name. I skimmed through an online book that talks about many elements of game feel, but not quite as indepth as I was hoping in the areas I was looking for. https://gamifique.files.wordpress.com/2011/11/2-game-feel.pdf Ultimately it just boiled down to feedback. I will continue to try to find a more scientific word if one exists, I’m assuming I might have to look towards psychology in terms of mental influence?
The thesis project after an adviser suggestion made a great impact in terms of having to change writing plans, however I think it’s for the best in terms of self interest and really getting to toy with audio feedback. Originally it was planned to be a game that made use of VR elements to blind the user and heavily rely on head movements reacting to audio. The setting was going to be a comical experience being captured by a not so diabolical villain, but now the game will be comprised of multiple skits/sketches of situations that “you wish you had your sight”, but have to rely on character responses and audio cues. For example we had a rough idea for a bar-tending sketch where players can try to listen fro the customers placing down their glasses are more likely to knock them over. The update was made after last meeting so this week we will brainstorm as a team for more clarity and ideas.
This blog post covers some interesting techniques recording for binaural as well shares a great video comparing it to 5.1 surround sound https://spacejunkiesgame.com/behind-the-scene-binaural-audio/
Binaural Unity References: