Most wargames seem content with providing some period music, some
battle sounds and the occasional "ping" when something important
happens in the game.
Now, I've read several times in here that people turn-off all sounds
because they find it distracting, yet I find the correct sound/music
pattern to enhance the immersion.
So question : is this something developers have to spend less time on
or are there avenues that haven't been explored yet by wargame
developers.
One example : situational awareness - in FPS games if there's a monster
on your left howling, you'll hear the sound coming from the left.
Translated into wargames : an ongoing battle outside your window-view
on your left would result in battle sounds coming from the left.
Any ideas regarding this appreciated
Greetz,
Eddy Sterckx
the first thing i do with any game is shut off the music but ambient battle
sounds are ok.
in a large scale operational game directional sounds are unnessasary but in
something like close combat they can be helpful and add flavor.
>Now, I've read several times in here that people turn-off all sounds
>because they find it distracting, yet I find the correct sound/music
>pattern to enhance the immersion.
I'm one of "those people," I'm afraid. I generally don't play
tactical wargames, and sound cues in operational games don't make as
much sense. Besides, it disturbs the other people in the house.
Dav Vandenbroucke
davanden at cox dot net
I will usually turn off the sound, but in Tiller games, you can get an idea
of what the other guy has moving out of sight by listening to the SFX during
the replay. (Rumble of tanks, marching boots, trucks etc.) In the Naval
games, that was all you got when a force other than yours was in contact -
gunfire, shell splash, and hits. It did add to the tension as a small scrap
could sound like a major engagement of the battle lines. Also, audio
provided clues to torpedoes being fired and mines dropped. Realistic? No,
but the game never claimed to be realistic.
Mike
As far as music goes