In this paper, will shows the effect of the Vistual sound effect (VFX) in game to make players have more satisfaction, engagement, and immersive with their action with characters in game. The paper focus on character's slash sound with 2 games. Metal Gear Rising, and another game is Sekiro; Shadow Dies Twice. Both of game have a different sword's sound effect, the Metal Gear base on fantasy sound and Sekiro base on the real sound. The role of sound effect in a video game is to enhance the engagement for the player to be satisfied with their actions. Dated back to none-interactive media like movies sound play a big role in "make belief" for the audience and blur the line between reality and fantasy. Metal Gear Rising: Revengeance and Sekiro: Shadow Dies Twice are both digital games that are intractable and has the same core experience of sword fight combat. This paper is aimed to dissect and inspect which and why the sound effect in these two games in their core experience, the sword fight mechanic, is rather engaging. The result of this finding is that sound does not have to be taken from the real element directly, in this case, the swords, but rather exaggerated it to make the piece seem more "impactful" and gave positive feedback to the users.
CITATION STYLE
Thiparpakul, P., Jiravansirikul, T., & Dheandhanoo, T. (2020). The Satisfaction of Sword’s Sound Effect in Game Design in Case of Metal Gear Rising and Sekiro: Shadow Dies Twice. In ACM International Conference Proceeding Series (pp. 252–256). Association for Computing Machinery. https://doi.org/10.1145/3395245.3396406
Mendeley helps you to discover research relevant for your work.