{"title":"Playing the “Fantastical Gap”: Embedded Soundscapes in Video Games","authors":"William O'Hara","doi":"10.5406/19407610.16.3.02","DOIUrl":null,"url":null,"abstract":"Abstract This article surveys the techniques of sound and music design that are used to represent games embedded within other games. Theorizing such recursive media through the literary concept of the mise en abyme, the article focuses on the experimental horror game Stories Untold (2017), arguing that sound is both an object of focus (given the game's conceit of embedding a silent, text-based adventure game within a sounding, three-dimensional world) and the crucial factor that alerts the player to the interactions between the game's nested narratives.","PeriodicalId":41714,"journal":{"name":"Music Sound and the Moving Image","volume":"44 1","pages":"0"},"PeriodicalIF":0.5000,"publicationDate":"2023-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Music Sound and the Moving Image","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5406/19407610.16.3.02","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"FILM, RADIO, TELEVISION","Score":null,"Total":0}
引用次数: 0
Abstract
Abstract This article surveys the techniques of sound and music design that are used to represent games embedded within other games. Theorizing such recursive media through the literary concept of the mise en abyme, the article focuses on the experimental horror game Stories Untold (2017), arguing that sound is both an object of focus (given the game's conceit of embedding a silent, text-based adventure game within a sounding, three-dimensional world) and the crucial factor that alerts the player to the interactions between the game's nested narratives.
本文将探讨用于呈现嵌入其他游戏中的游戏的声音和音乐设计技巧。通过“mise en abyme”这一文学概念对这种递归媒体进行了理论化,本文以实验性恐怖游戏《Stories Untold》(2017)为例,认为声音既是关注的对象(游戏邦注:这款游戏将无声的、基于文本的冒险游戏嵌入到一个有声音的三维世界中),也是提醒玩家注意游戏嵌套叙事之间互动的关键因素。