
By Winifred Phillips | Contact | Follow
Welcome back to our five part discussion of the role that video game music can play in enhancing tension and promoting suspenseful gameplay! These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense. If you haven’t read the previous two articles, you’ll find them here:
So, now that we’ve discussed ominous atmospheres and jarring jolts, let’s look at the next technique in our arsenal:
The Creepy Cluster technique
Why do human beings respond so intensely to dissonance? Professor Michael Epstein of Northeastern University’s Auditory Modeling and Processing Lab has devoted over 20 years of expert research into why certain sounds have the power to instantly incite and deepen fear in listeners. He tells Boston Magazine that “common musical intervals, changed slightly to create dissonance, are immediately disconcerting.” According to Epstein, “very precise noises trigger human fear and discomfort.”
With this in mind, video game music composers can predictably induce the most negative emotions by using unnerving tone clusters. So, how do we put these dissonant intervals to the best use?
Example #1: SimAnimals
Here’s an example, from of all things, SimAnimals — a cheerful and whimsical game from the famous Sims franchise. In SimAnimals, players are encouraged to nurture the natural world until they create an animal utopia… but sometimes bad things happen to good animals.
Now, here’s the creepy version I wrote for when your animal world is not going so well:
The creepy version with the dissonant intervals and repeating clusters took a cheerful song about happy woodland creatures and made it a tense, suspenseful dirge. Now, let’s take that a step further.
Example #2: Dragon Front
Conclusion
So this concludes part three of this five part series that expands on the materials I included in my GDC 2017 talk, “Homefront to God of War: Using Music to Build Suspense.” We’ll continue this discussion in part four of this article series, which will explore the ‘Drones of Dread’ technique. The article will also include an exploration of the use of Drones of Dread in my music for the God of War video game from Sony Computer Entertainment. In the meantime, please feel free to share your thoughts in the comments section below!
