Sound effects

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Sound effects are an important part of selling the weight and immersion of Ashes of Creation.[1][2][3]

Audio is as important as visuals; and sometimes in certain cases, more for me specifically. When you talk about the audio design of creatures and the different types of tactile responses you want to hear out of mining and resource gathering and artisanship, I mean it permeates every layer of the game. So we have a phenomenal audio team here that's comprised of both on the engineering side, on the audio design side, and cat is a phenomenal leader. She is very dedicated to the audio fidelity that we want to achieve with Ashes. I think you guys can see that in the demonstrations and the previews that we provide of the game that when we're talking about the bar that we're setting in that quality, it is on-par with what you would expect from other AAA type games. Our perspective is that we want to create an environment that's going to elicit emotion from the player when they hear these types of sound effects, or when they hear these types of ambiances or soundtracks and music that it's accompanied; and we want it to be defining, either to the area, to the encounter, to the dungeon: Something that when you hear it you remember, oh that's that place that this brings back the memories. And so, having a team that's capable and dedicated and creating an experience for themselves as a player as well.[1]Steven Sharif
One of the things when we first started was making that iconic 'screech' sound when you hear the phoenix come onto screen; and some people are like, well why are being so picky? Why do you want that sound to be everything? I was like, because it's like the that sound you get when what it is right away. I think that to me, that's so important for not only the immersion of in-game but in other external places as well, for people to know your brand and see that it's iconic.[1]Margaret Krohn
Q: Are some abilities going to have voiceovers when casting grunts and things of that sort?
A: Yeah like incantations and stuff. You know that's the desire. Cat has done a phenomenal job so far with the sound design, as I saw many commentary- a lot of commentary about it during the video in the previous videos. Some of the casting abilities will have incantations that are done, but we have not had the ability to implement that yet.[2]Steven Sharif

Voice acting

  • Narrated quest lines are not currently planned for launch.[4] It has been stated that adding voice acting into the game at a later point will be a fairly cosmetic change.[4]
Is it difficult to add voice acting later? No, it's definitely not... It's a fairly cosmetic change.[4]Steven Sharif
  • The use of AI voice acting is under consideration.[7][8]
I think that some of the technology and the advancements that we've seen, not just within the gaming industry but a broad scope of AI influence, is something that we are keeping a close eye on and we have some plans to investigate and inspect a few of the designs and approaches that we've taken, particularly as it relates I think to this question and AI voiceover potential to influence our narrative loops and how players interact with general AI dialogue; and there is an opportunity there, but it's not one that we have fully explored yet, although it is on the docket for the first part of next year for us to analyze what potential exists from a leveraging standpoint for this new tech; and I would say, stay tuned next year as we give updates. You'll likely see some things, perhaps even in Alpha-2 that could relate to that, we'll see. But, it is something we are aware of and we are keeping close tabs on how to integrate and leverage as part of Ashes.[7]Steven Sharif

Music

Ashes of Creation's Lead Composer is Bear McCreary. His music will be unveiled in Alpha-2 and Beta-1.[9][10][11]

Our current music is placeholder. We are working with Bear McCreary for our official music which we plan to unveil during Alpha Two and Beta One.[9]
  • Biomes and POIs will have specific musical themes associated with them. The presence of certain story arcs may weave layers into the theme for that area.[13]
If we're talking about biomes and we're talking about POIs: each of those will have distinctive themes that are associated with them. So when you're out in the wilderness, or you're out at a specific POI, those will have soundtracks that will play. As well, each of those systems will encompass a layered effect that can reflect the stage of certain types of events within an area. So, for example, the POI that is Carphen: that will have a general theme for Carphin that will play as you move into the area, but depending on the effects of a particular story arc we may weave in a layer of the soundtrack that reflects perhaps the voice of the raid boss when she's present.[13]Steven Sharif
  • Combate states may also feature different musical themes.[13]
The soundtrack is going to incorporate either elements of intrigue or mystery or horror that's part of winding through that level to get to that boss, it's building up to the crescendo of the fight. Music is such an important part of setting the scene- the emotional presence of what you are doing in this immersive world. It elicits emotional responses. And we have a great composer Bear McCreary who has worked on God of War, Battlestar Galactica, Outlander, Black Sails; a lot of great franchises and great IPs; and I think he is going to do an awesome job in capturing the essence of what that emotional response should be from a player.[12]Steven Sharif
When we put out any music in our game... we want content creators to be able to create content utilizing our game. So just message us and we'll try to resolve any of those [DMCA] problems if you encounter any.[15]Margaret Krohn

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