SotA Anthology 2015-16 | Page 96

SotA Anthology 2015-16 and third beat of each bar and sliding notes that elongate the feeling of rise in the melody before it falls again at the end of the phrase. In both scenes, this music erupts as a fighting sequence starts. In his discussion of genre, Brownigg (2003) suggests that “the noble death, firing squad sequence and mythic choir, for example - emerge to accompany moments of triumph, heroism and sacrifice” within the war film genre, and Call of Duty 4: Modern Warfare follows the filmic uses of music. Just as music and genre are important in film for creating an immersive experience, the same can be said for music and video games. Whilst sound effects are are largely dictated by the game’s mechanics, the music that occurs outside of the game world is not gameplay genre-based (e.g. first-person shooter, roleplaying game) but is game content based. For example, in Ubisoft’s Assassin’s Creed III, an actionadventure open world game, during the Bunker Hill battle scene the music does the same thing rhythmically as in Call of Duty 4: Modern Warfare with a repeating semiquaver base accented on the first and third beat of each bar. The use of shared musical reference is important when considering music and immersion in video games because the musical cues can evoke an emotional response in the player without needing to explain with text what is happening. The use of battle music is a good example of this, as the unwavering, repetitive bass adds a sense of urgency, and the regimented rhythms mimic that of soldiers, instantly signifying that a battle is about to commence. Wingstedt (2005) suggests in relation to film music that we can categorise the function of musical cues into six classes: emotive, informative, descriptive, guiding, temporal and rhetorical. If we apply these to video game music, it becomes apparent how much of a narrative tool non-diegetic original music can be. In film, these six classes work together to progress the linear narrative forwards. However, in open-world video games where these filmic tropes are most often employed, the narrative is not entirely linear. The player has the option to explore side quests, to ignore the main narrative and to explore the game’s environment. Non-diegetic music has to take on a further role in open-world video games as it needs to work to the player’s narrative and not just the main story plot. Ermi & Mayra’s (2005) theory of immersion taking different forms applies here. They suggest that there are three types of immersion: sensory, challenge-based, and imaginative. Wingstedt’s classes of music slot into these three categories of immersion Whilst all of the six classes are needed for each immersive state, some of the classes have a greater effect depending on immersion type. ‘Sensory immersion’ needs music that encompasses the descriptive, informative and guiding classes; ‘challengebased immersion’ relies most on the informative, guiding and temporal classes; and ‘imaginative immersion’ needs emotive, descriptive and rhetorical classes to be most effective. For example, in Bethesda’s Fallout 3, as the player leaves Vault 101 and enters into the wasteland, music is used to help bridge the gap between the closed, limited world of the vault and the vast open landscape of the wasteland. If we apply Ermi & Mayra’s theory, this transition is attempting a state of ‘sensory immersion’ as the player emerges from the bunker into the new world, therefore the music needs to be descriptive, informative and guide them through new surroundings. As the door opens onto the wasteland a bright light fills the screen and blurs the image of the land. This is ac