Inquiry
How would the exploitation of limitless potentials of audio design in world building be used to manipulate not only the mind of players but their behaviours as well via game play for a study of user experience?
Abstract
Via the theorical and practical investigations of Hyperarousal, Hexagone aims to explore the potentials of using sound design for outlining fictional spaces to compose a compellingly hair-raising user experience instead of taking advantage of visual assets and multiple graphic tools. The mind’s perception about everything it knows is altered by sounds inside absolute darkness therefore, with polished soundscapes, not only a realm is created but also its components such as creatures, atmosphere and events allowing opportunities for different aspects of interactivity to be set in order to attain a range of desired responses.
The concept behind Hexagone first arises from Nyctophobia. Through a long process of development, it appears that the subject also connects with Sleep paralysis and night terrors which then lead to Somniphobia and Insomnia as a drastic result.
“Darkness itself has never been considered frightening. It is what is lurking in it. This idea in our psyche as a manifestation of the terrifying unknown as we are vulnerable and exposed to nearby threats. When we close our eyes, total darkness emerges. Our anxiety starts invade our mind and weaves dreams which are mostly nightmare. Depending on the distinct levels of consciousness, some dreams are more difficult to awaken from. But, if we do not sleep in hope to escape our fear, can we be absolutely sure that we will not lose our sanity?”
The significance of Hexagone lies in how a form of Pavlovian conditioning experiment is conducted within for the purpose of studying players’ responses in a vulnerable position where they cannot detect danger with their eyes. Sound design enters as the potent stimulus for players’ adrenaline rush. Slow tempo and reverb aid building tension and suspense in order to manipulate players’ heartbeats. Players must rely on sounds to not only to navigate within total darkness but also to survive the gameplay. They are forced listen to soundscapes which are designed accordingly to anything that revolves around them. Although the game’s world seems to be portrayed by darkness and audio, a portion of light is allowed to highlight crucial items for the purpose of gameplay.
The final outcome of Hexagone serves as an example which underlines the inquiry and a contribution to production solution.
By Chau Nguyen
Email Chau Nguyen
Published On: 05/06/2020