The staff have recently to have brought up the terms diegetic and non-diegetic sounds in conversation. In the Giant Bomb Presents... feature with Sam Barlow, @austin_walker inquired about the use of non-diegetic sounds connected to clips and how they are prompted. This lead to a discourse of design decisions that may or may not invite players to feel connected to certain characters. Listening to these conversations made me wonder what the Giant Bomb community thinks specifically about non-diegetic pieces (music) in games.
Before I move on, here is a definition to save time for some of you:
Non-Diegetic Sound -
Sound whose source is neither visible on the screen nor has been implied to be present in the action:
- [...]
- sound effects which is added for the dramatic effect
- mood music
Non-diegeticsound is represented as coming from the a source outside story space.
FilmSound.org
I have stated in the past multiple times that I believe non-diegetic music is not given enough credit to the success of video games. These pieces have the ability to take a scene or sequence of events, and insert a profound amount of emotion from them. They have the power to convey to the player an emotion that a character is feeling in ways that words can either not describe, or would otherwise be received as a lazy form of connection. Performers and writers live by the popular creed, "show, do not tell," and music is the perfect medium to transcribe emotion from a fictional plane, deliver it the recipient, and use that person as a proxy of feeling. Music has the power to tell whole stories that range across the whole emotional spectrum and although it is tapped into fairly well in movies, it seems overwhelmingly underused in video games. I think for the typical non-diegetic music/scores to be interesting, they have to be nuanced. It can be a hard thing to hit just right. Although easy to use in trailers, the problem with games is that they're pace is controlled by the player which means the music must be adaptive in some ways or another in expectation of anything the player may decide to do, and match up somewhat with their current actions. This is what I believe to be the next step in polishing the video game medium for my personal taste.
How do you feel about non-diegetic music in games?
Do you like it when a designer uses non-diegetic sounds to make you feel a certain emotion? How about when they use it to convey an emotion a character might be feeling?
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