Posts Tagged ‘Elder Scrolls Online’

Sound Designing for the Video Game Tearaway

Thursday, January 30th, 2014

Fascinating commentary by Kenny Young, Head of Audio at Media Molecule, gives you an inside look at the joys and challenges of designing sound from the bottom up for a video game in this article in Designing Sound. He discusses his work on Tearaway and offers several opinions about creating the audio for video games in general. For instance:

“Those of us who work in games have a massive advantage over those who work in traditional linear media – even if audio tends to be brought in later than other disciplines, the constant iteration and flux of a game during development provides opportunities for audio to influence the project.”

“If there is one thing that is missing in the early stage of a game’s development it is well-defined and reliable context, even more so when developing a new intellectual property from scratch… There is a leap of faith required whereby you need to let go of creating anything coherent and embrace your inner incompetent audio designer – kiss goodbye to doing any work that chimes on multiple levels. It’s like being a beginner all over again, only more painful because you have the curse of knowing what it feels like to do good work.

“Sounds thrown at a prototype by a programmer are not going to develop and improve over time which prevents a more sophisticated audio aesthetic from emerging.”

The article includes samples of work throughout to demonstrate the techniques used or solutions developed. He also talks at length about the decisions that went into creating what seemed like a simple idea – give players the chance to touch the record to make the music stop, scratch the record to scratch the music and have fun doing so – but it wasn’t as simple as it sounded.

After reading the piece do you agree/disagree with any of his ideas?

Listen in as the Development Team of ‘Elder Scrolls Online’ Discuss Gameplay Strategy

Wednesday, January 29th, 2014

Would you rather play a game by yourself or be part of a group effort? ‘Elder Scrolls Online’ hopes you choose the latter and their game design team was tasked with motivating gamers on their MMO to play with others.

Paul Sage, Creative Director; Nick Konkle, Lead Game Play Designer and Dan Crenshaw, Dungeon Lead talk about the strategies they used and challenges they faced to achieve their goal in this article in GameInformer. Some of the game incentives offered to players include the ability to teleport to join your team and creating foes that are too strong for a single player to defeat. Their discussions take place as voice-overs during scenes from the game.

What strategies would you use to encourage multiple players in a game?