In this week’s blog, I’d like to explore the role that comedy can play in a video game, and how we as game composers can use some of the techniques from comedic sound design to our best advantage. Along the way, we’ll be looking at an interesting essay article by pop culture critic Christopher Gates, a presentation by game sound designer Luca Fusi at the December 2015 Vancouver Sound Design Meetup, and an interview with film sound designer Chris Scarabosio.
First, let’s get a broad perspective on the role of comedy in gaming.
Video Game Storytelling: Comedies Need to Let Players in on the Joke
Christopher Gates
Drawing attention to such famous video games as Portal, Borderlands 2, Conker’s Bad Fur Day, and Sunset Overdrive, Gates points out that most funny video games depend almost entirely on their audio in order to deliver their humor. “Video game comedy is a passive experience, relegated to the soundtrack or between-level cutscenes,” Gates observes. “After all, while video game audio might respond to a player’s actions, the player doesn’t control the soundtrack directly. That makes audio an ideal place to put dialogue and humorous asides. It’s easier to control the comedic timing when the player can’t control the pace.”
If sound is so crucial in making a game funny, how can we as game composers contribute? Humorous music has a long tradition with many iconic examples we can enjoy and study. For instance, here’s an awesome orchestral performance from the 2013 BBC Proms of a medley of composer Scott Bradley’s music for the Tom and Jerry cartoons:
Along with the high energy, jovial melodies and arrangements, we’ll also notice that this music incorporates a lot of sound design. The sound effects feature an array of car horns, shattering dinner plates, splashing water, gunshots, assorted impact sounds from trash cans and other metal surfaces, popping bubble wrap, and vocal effects that include screaming, barking, snoring, excited grunts and startled yells. Using sound design musically (as it is used in the Tom and Jerry medley) allows a composer to interject some comedic imagery into the texture of a musical score, making the humor more concrete and interconnected with the events of the narrative. So, the question that would logically come up next is… what sounds are funny?
Comedic Sound (The Vancouver Sound Designers Meetup Dec. 12th 2015)
“Like all sound design, it sort of depends on the situation,” says Fusi. “The thing is that we rely on visuals and expectations and context a whole bunch when we’re trying to figure out how to make funny sounds. Context is key,” he adds. “Something like, ‘Hey this situation seems really dangerous and this guy just shot rainbows and candy out of his gun – that’s a total violation of what I would have expected there, and it’s also benign and harmless so therefore it’s funny.” As an example of how thwarted expectation can contribute to humor in a general sense, Fusi showed a gameplay excerpt from the dark sci-fi military shooter Red Faction Armageddon, in which the main character has obtained “Mr. Toots” – a special weapon resembling a unicorn, which is unlike any other weapon to be found in the game. Watch this gameplay video to see Mr. Toots in action:
The sound design for Mr. Toots is especially interesting for our purposes, since it seems to be composed mostly of squeaky toys and flatulence. Mr. Toots’ sounds exist in stark contrast to the gritty aural environment of the game, and this helps the sounds to provide lots of comic relief. When the elements of sound design are able to subvert expectations in a surprising but harmless way, they are much better able to evoke laughter from the listener.
Here’s Fusi’s entire presentation from last month at the Vancouver Sound Designers Meetup:
Designing Sound: Interview with Chris Scarabosio
“I was thinking about it, “What makes a sound funny?” And it’s kind of hard to figure out. Some sounds are funny, like pops…just suction pops, for whatever reason. What makes that funny? I don’t know,” Scarabosio muses. “It’s just “absurdity.” I think something so absurd makes you laugh, like anvil hits. Something hits that’s nowhere near the weight of an anvil, and it makes this ridiculous, “DONK!” It’s funny, I guess, because it’s absurd.”
So here we see that Scarabosio is echoing Luca Fusi’s idea that sound design becomes humorous when it subverts expectations in a harmless way. “Something so over the top, that it couldn’t possibly make that sound,” Scarabosio adds. “That makes it funny.”
Here’s a clip from Despicable Me 2 that showcases Scarabosio’s work in comedic sound design:
This idea is useful to us as game composers because it allows us to evoke humor with sound design elements that may not be tied to any visible sound source. As long as the sounds make sense within the world the developers have created, we can weave them into the texture of our music and add an extra dimension of absurdity to the environment.
So, we’ve discussed how audio tends to carry the bulk of the humor in a game experience. We’ve looked at how music can incorporate humorous sound design (by virtue of the Tom and Jerry example). We’ve explored how surprising and unexpected (but harmless) sounds can be funny, and how distinctly human sounds can help the listener to feel free to laugh. Finally, we’ve discussed how sounds without a visible source can add dimension to a humorous environment. With that in mind, let’s take a quick look at a concrete example of these principles in action:
The Music of The Maw
- He’s all mouth.
- He’s squishy.
- He’s cute.
- He’s an eating machine.
My palette of musical instruments favored jazz, from big band brass to the traditional jazz trio, with an “Andrews Sisters” vocal trio thrown in. The rest of the humor came from all the sound design elements that I used rhythmically. Many of these were inspired by mouth noises. As Luca Fusi said, “always get the mouth noises in there.” In this case, the context made it particularly appropriate. One of the most predominant effects I used all over the game was the sound of mouthwash being swished from one cheek to another. Coupled with this wet and squishy sound was frequent use of tongue clicking, lip popping, and other types of absurd vocal beat boxing. I also sought out sound effects that were evocative of crunching and grinding, to evoke the sensation of the Maw chewing with his razor-sharp teeth. Pepper grinders were very useful for this.
To experience this track in action, take a look at the gameplay in this YouTube video (starts at 0:25):
Finally, if you’d like to see how the interactive layers for this game are pieced together, here’s a tutorial video that explores the layer construction of another track from The Maw. The video also provides an opportunity to look under the hood at some of the humorous sound design going on in the track:
I hope you’ve enjoyed this discussion of the use of comedic sound design in game music. Please let me know in the comments if you’ve experimented with this kind of game music composition!
