9/11 – Whalen Response

For today, I’d like you to find a quote or two from Whalen’s essay that you feel can shed light on the game I showed in class today…

22 Responses to 9/11 – Whalen Response

  1. abeer says:

    In both cases, animated film and game animation, timed musical cues and sound effects typically suggest a responsive, narrative-specific environment aimed at either immersing the viewer/user in the spectacle of storytelling or engaging the viewer/user in the kinesthetic emulation of problem solving in a narrativized context.

  2. dcronin says:

    “…the composer and game designers match appropriate
    music to specific game environments. This type of music
    functions to draw the player into the fictional world of the
    game by making the environment more believable. “

  3. rsalehi says:

    “In general survival horror games rely on conventions of horror film sound to effectively create the mood of horror required for the game (echoing effects, screeching violins, dissonant bursts of symphonic noise at “startle” moments, etc.)…”

  4. Samantha says:

    “silence…puts the player on edge rather than reassuring him that there is no danger in the immediate environment, increasing the expectation that danger will soon appear. The appearance of danger is, therefore, heightened in intensity by way of its sudden intrusion into silence” (Whalen).

  5. atlong says:

    “Also, at a smaller level, the satisfying “ching” of collecting gold coins reinforces that behaviour which is strategically advantageous to advancing in the game.”
    Not sure if coins are needed in this game, but there was a “ching” every time the character found and grabbed coins.

  6. mayal says:

    “It is important that the videogame medium adopts certain roles for music from prior narrative media. Specifically, early cartoon music and horror films established certain tropes that videogames rely on today.”

  7. robertt says:

    “The key, fundamental overlap between videogames and films is
    the fact that films and videogames basically rely on both aural
    and visual cues to convey a sense of a consistent diegesis or
    gameworld.”

  8. ashmeeh says:

    “The fact that such a simple sound system could correlate so strongly to an emotional scale hints at the complex emotional interpretations made possible by different harmonies, chords and key changes.”

  9. kablack says:

    “The next scene initiates an encounter with zombies (Figure 12b), and enacts the standard danger state accompaniment of rhythmically intense music in a diminished or minor key. In other words, the silence has replaced the safe state music, and the danger music is more intense than similar music in, say, Ocarina of Time. As is the case with horror films, the silence of the first scene puts the player on edge rather than reassuring him that there is no danger in the immediate environment, increasing the expectation that danger will soon appear. The appearance of the danger is, therefore, heightened in intensity by way of its sudden intrusion into silence.”

  10. connorg says:

    “In fact, the “safe state” is not present at all in the same sense, so the music never settles on or even moves toward any kind of resolution. “

  11. alotz says:

    “Specifically instances of musical sound in videogames generally follow one of two trajectories: to expand the concept of a game’s fictional world or to draw the player forward through the sequence of gameplay”

  12. shealy says:

    “There are no enemies, so non-diegetic music is silent. The next scene initiates an encounter with zombies (Figure 12b), and enacts the standard danger state accompaniment of rhythmically intense music in a diminished or minor key.”

    Instead of there being music during the safe state, it is silent. But when enemies (in this case, zombies) come into play, the classic minor key music plays and is “rhythmically intense.” This completely creates the mood of the game.

  13. Mandi says:

    “Specifically, early cartoon music and horror films established certain tropes that videogames rely on today.”
    I think this quote explains how once one sound is associated in our minds as evoking a certain emotion, in the future it will evoke that same emotion again.

    “Experiments that analyze how viewers interpret purely visual media versus combined visual and aural media are helpful for exploring the cognitive processes involved.”
    This quote shows that there is scientific backing for certain types of music helping to portray the tone of a setting in a game.

  14. robertt says:

    “The cartoon character acting in the space of the animation relies on musical
    accentuation to make the illusion compelling, and the result is
    that the musical cues and non-musical sound effects instill
    objects with even more life than the simple appearance of
    figures in motion.”

  15. Nicholas Redding says:

    “These harmonic and instrumental choices demonstrate uses of music to convey a specific mood in accompanying the visuals. Diegetic and non-diegetic music blend with the sound to create a specific and compelling mood.”

  16. ehelm says:

    “Diegetic and non-diegetic music blend with the sound to create a specific and compelling mood.”
    Similar to the game Silent Hill: “…so in Silent Hill the music is always in a degree of ‘danger state’ in order to impel the player through the game’s spaces. The mood of the game is crucial to the horrific ‘feel,’ but it also provides motivation by compelling continual progress through the game.”

  17. corbitc says:

    “Immersion is giving in to the seduction of the text’s story, to be blissfully unaware of one’s surroundings and the passing of time as one escapes into the pleasure of reading.”
    I liked the above quote because that also applies to video games. Amnesia encourages you to wear headphones and play the game only at night to get a true feeling of the game.
    “The key, fundamental overlap between videogames and films is the fact that films and videogames basically rely on both aural and visual cues to convey a sense of a consistent diegesis or gameworld. ”
    Especially with horror movies and games. Music is key.

  18. jdreier says:

    “Specifically instances of musical sound in
    videogames generally follow one of two trajectories: to expand
    the concept of a game’s fictional world or to draw the player
    forward through the sequence of gameplay”

  19. bshaffe says:

    “Though there is an extent to which all games have a rhythm of alternation between “safety” and “danger,”… ”

    The clip we saw definitely alternated between a “safe” time, when you didn’t have to worry, and a “danger” time, when there are zombies hitting you with an axe.

  20. smeric says:

    “In other words, the silence has replaced the safe state music, and the danger music is more intense than similar music”

  21. camking says:

    “…the music is always in a degree of “danger state” in order to impel the player through the game’s spaces.” ” In other words, the silence has replaced the safe state music, and the danger music is more intense than similar music in, say, Ocarina of Time.”

  22. cmnelso says:

    “it represents a character’s relation to its fictive universe, mickey mousing roots the cartoon character in a whimsical world whose space is responsive only to the constraints of the character”

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