Countroller and Sound
At the beginning, the professor started with a video and told us the importance of sound in games and videos. Different music and melodies can bring players completely different experiences. Subsequently, the significant role of sound in games and its design concept were introduced, which included several various types of Functions, shaping game elements and feedback through various emotions and music. Categories: Narrative audio refers to sounds that exist within the game world (such as in-car radios, weapon sound effects, and character dialogues). Non-linear Concepts refer to the sounds produced by players’ behaviors and interactions, such as heartbeats, footsteps, and speech. These sounds are crucial in fps games. Subsequently, taking the games “unpaking” and “INSIDE” as examples, this paper introduces how these interactive sounds are enhanced and exist in games.
Then, he used a racing game as an example to illustrate how important sound is. For those players who have obstacles, the significance of sound is self-evident. “It’s not that the players have obstacles, but that the game design has obstacles.” Accessibility, which offers options rather than compromises, is an excellent game design.
Diegesis vs. Non-diegesis
In terms of sound, if it is reasonably present in the story and world, it is narrative, which will help players immerse themselves more deeply in the game. As for background music and the like, which are used to enhance the current atmosphere, they are ruins attributes. In UI design, narrative elements are more for players to understand, while non-narrative elements are more for UI design that fits the current world view and background. Excellent designers will strategically balance these two elements, and both can be said to be indispensable. Excessive use of non-narrative elements can disrupt the sense of immersion, while appropriately integrating information into narrative or spatial elements can enhance the sense of immersion without spoiling the player’s gaming experience.
Which accessibility features have I redesigned? Why? What are the impacts?
My game is mainly based on sound and is completely suitable for players with disabilities. It is also moving forward in the dark. I can adjust the sensing range of the jellyfish. When it senses danger and walls, it will emit different vibrations. The music will also change according to whether the route is correct.
For the controller, I chose the classic WASD of the keyboard to control the movement direction, shift to accelerate F and E for interaction