Thou Shalt Not neglect silence. (#7)
neglect silence.
Music is of course an integral part of any video game experience. But while other components of video games (like graphics and user interface) are absolutely necessary throughout the entire game, music isn’t always necessary and in fact sometimes should be left out. If a game has wall-to-wall music, one important possibility of musical contrast is left out: the simple and effective contrast between sound and no sound.
Nothing encourages a player to reflect or see a new perspective like eliminating music for a while. It doesn’t have to be long. One common way to use silence is to place it right after finishing a level on the score screen. When the music stops, the player is free to breathe to their own tempo which helps them take control of their own thoughts and regroup. If the game immediately launches into new music without that break, the player is left at the mercy of the music’s beat and remains mentally at the surface of the game experience. ..no reflection, just an urge to launch into the next level. Never underestimate the power of silence to help deepen the player’s experience.
To take a couple of examples spanning a couple decades, think about Super Mario Brothers and Grand Theft Auto 4. In SMB, at the end of a level after jumping up to get a flag or kill the final baddy, a short victory piece is played and then there is a brief period of silence. The player can catch their breath and think back on their hard earned victory. If new music started immediately, the player would naturally be in “anticipation” mode rather than “satisfaction” mode. Sure, even with silence they’ll still anticipate a little but it’s important for the player to get that reward. Music’s not totally left out of the end of SMB levels… they do get the victory music. But silence is an important way to help make the player look back and feel satisfied about their accomplishment.
Grand Theft Auto 4 has a ton of musical content, but it isn’t constantly bombarding the player. You’ll commonly only find the music when you’re driving around or inside buildings. Often, you’ll finish a mission in your car listening to some heart-pumping rock. As soon as you park and step out of your car, you’re greeted with the quiet of a park or the bustle of a city street. Either way, the player is encouraged to reflect on their accomplishment to their own rhythm. The player doesn’t need to be baby-fed their emotion through music. They can find it within themselves with the help of silence. And you can’t always predict how they’ll feel. After mowing down half a dozen baddies, you can feel a little weird then walking around a quiet park with the sounds of the battle still echoing in your own head.
So, be sure and get plenty of musical content for your game. But remember to leave some space for silence. Trust the player to generate their own emotion sometimes. I did write about this in an earlier blog but, sure enough, I found it in the good game music rule book (the long lost and now found Ludus Sonitus Decretum).
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