Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!

The Soundtrack Pub Date : 2020-08-01 DOI:10.1386/ts_00002_1
Sara Bowden
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Abstract

The extent to which disturbing video games incite real-world violence has been a source of intense debate since the late 1990s following school shootings across the United States. In 2017, the release of Team Salvato’s Doki Doki Literature Club! (DDLC!) signified a major shift in independent game developers’ approaches to creating a violent horror gaming experience: the developers include the use of nonlinear sound (e.g. frequency jumps, non-standard harmony, noise/chaos) and local-level melodic transformations to complicate player immersion. In this article, I argue that the game’s music is one of the greatest sources of horror. The game music in DDLC! works as both an immersive and a disruptive agent that shapes the player’s gaming experience. Though the game is a work of fiction, the emotions and reflections of the player prompted by the violent acts within are real ‐ the player’s experiences of horror, fear and terror are visceral.
不适合容易受到干扰:多奇多奇文学俱乐部的声音非线性和破坏性恐怖!
自20世纪90年代末美国发生校园枪击事件以来,令人不安的电子游戏在多大程度上煽动了现实世界的暴力一直是激烈辩论的来源。2017年,萨尔瓦多团队的《Doki Doki文学俱乐部!》(dlc !)标志着独立游戏开发者创造暴力恐怖游戏体验的方法发生了重大转变:开发者使用非线性声音(如频率跳跃、非标准和声、噪音/混乱)和局部旋律转换来让玩家沉浸其中。在本文中,我认为游戏的音乐是恐怖感的最大来源之一。dlc中的游戏音乐!它既具有沉浸感,又具有破坏性,能够塑造玩家的游戏体验。尽管这款游戏是虚构的,但玩家的情感和反映却是真实的——玩家对恐怖、恐惧和恐惧的体验是发自内心的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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