Immersing the Player Pt. 2

I am still working on my drawings as mentioned in my previous post. Still, aside from that, I was thinking of giving the player even more of a sensory experience to make their playthrough more immersive and captivating. This time I would like to tackle sound. I think aural effects would allow the player to feel more involved with the plot and setting. I recognized this in games like A Dark Room, Who Stole My Bone, and Marc. I felt like it really added to the storytelling experience by taking up more of the player’s space in real life.

My two main settings are a street, a car while driving, and a restaurant. I plan on creating these audio clips myself by simply recording the ambient noise by visiting these settings in real life. I also have scenes where the player will receive a mysterious text or phone call, so I will include clips of that as well. I hope these sound effects really create an eerie ambiance for the player.

I am still looking into the best tool to use to implement this aspect into my story. So far I have been developing this project on Microsoft Powerpoint, but I feel like the transitions for the sounds become so choppy when the player clicks to a new scene. There may be a better tool to use or just a better way of incorporating music into my game through Powerpoint that I am not aware of yet. I am still researching this, but so far I am really happy with how my game is turning out!


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Comments

One response to “Immersing the Player Pt. 2”

  1. zachary.kernick Avatar
    zachary.kernick

    Nice! I also thought of adding sound effects into my story and I am still considering it to be honest. I was going to use premade sounds but I honestly didn’t think of doing the sound myself from scratch, what a commitment!

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