@Chris Sweetman: About The Sound Design


(Kurnuttaja) #41

Why I cant understand the posters who disagree with OP? Why would it be so game breaking if someone could disable the sounds turning down when shot?

I think it serves no purpose and really isnt very realistic neither, if you get shot to leg and lose your hearing.


(tokamak) #42

It would be just as gamebreaking as being able to turn off flashbangs if not more, as it happens more often. We already supplied you with the purpose of this mechanic, if you refuse you be deaf (pun intended) to it then so be it.

Besides, you can disable it, just turn off your speakers.


(Humate) #43

You dont need the sound to deafen you, to know when to take cover. Nor does one need their screen to turn red when they are on low health. These are fine, if they are immersion features, but as that, they should be optional. As a mechanic, its dumbed down garbage.


(jegis) #44

It should be the same thing as view bobing, a personal preference setting for increased immersion. Having a HUD indicator of where the fire came from is fine and all you need to know when you’re getting shot at.


(tokamak) #45

It’s much more than immersion.

It’s not supposed to be a helpful suggestion, it’s there to make the normal twitch response of fighting back less viable. That’s why it’s not optional.


(DarkangelUK) #46

[QUOTE=tokamak;319607]It would be just as gamebreaking as being able to turn off flashbangs if not more, as it happens more often. We already supplied you with the purpose of this mechanic, if you refuse you be deaf (pun intended) to it then so be it.

Besides, you can disable it, just turn off your speakers.[/QUOTE]

By that definition, every game so far is broken because this is the first to have it.


(Humate) #47

[QUOTE=tokamak;319611]It’s much more than immersion.

It’s not supposed to be a helpful suggestion, it’s there to make the normal twitch response of fighting back less viable. That’s why it’s not optional.[/QUOTE]

Doesn’t stop me in the slightest when getting hit.
But it does handhold the players I’m shooting at.


(tokamak) #48

Every game so far doesn’t have this layer of depth. Doesn’t mean it’s broken, just more shallow in case it could use it. For some games it clearly doesn’t fit. It would be terrible for Quake 3 or Unreal Tournament. But for Brink, a game where weapons are used to gain control over objectives rather than killing enemies the added incapacitation effect works a charm.

[QUOTE=Humate;319618]Doesn’t stop me in the slightest when getting hit.
But it does handhold the players I’m shooting at.[/QUOTE]
So it gives you an advantage. Nice.


(murka) #49

Some of you seem to forget that this is not a realistic-type shooter and a such any blood on screen, blurriness, floating sound and such isn’t really accepted. Try playing on sectow 1st open area for about 10min. After that game, my eyes were seriously tired of the blurriness they call DOF. I don’t remember my eyes ever being tired and i’ve been playing games since year 1 and sometimes for a very long period of time. The same goes with sound. Think of it as seeing without glasses if you need them, it’s frustrating and makes everything unreasonably difficult. Every time i lose sound focus my brain works harder to hear those details while hindering other senses and in the long run i grow tired.

Not giving an option looks like the same as forcing bobbing on those who have motion sickness. This game tries to be realistic yet arcadish in some aspects, it borrows some ideas from the cod side, others from enemy territory. It really looks like a jack of all trades and a master of none.


(Humate) #50

[QUOTE=tokamak;319625]

So it gives you an advantage. Nice.[/QUOTE]

Has nothing to with advantages.
Its about blatant hand holding.

Directional hit indicators are already in the game. Health bars are already in the game… If a player does not know when to run for cover based on those two things alone, they should uninstall their game and throw their PC out the window.


(DarkangelUK) #51

One players depth is anothers game breaker. It’s pretty obvious there’s an even split here, simply telling someone ‘it adds depth’ doesn’t make it true for that person… it’s removing a layer of depth for some players which a mechanic shouldn’t do. Imo this does belong in the more realistic shooters, not Brink… the happy medium should be choice. If it puts people off playing, then it’s poorly implimented.


(tokamak) #52

[QUOTE=Humate;319662]Has nothing to with advantages.
Its about blatant hand holding.

Directional hit indicators are already in the game. Health bars are already in the game… If a player does not know when to run for cover based on those two things alone, they should uninstall their game and throw their PC out the window.[/QUOTE]

It’s not a suggestion, it’s an incentive. They’re there to make fighting back while being surprised less attractive.

@DarkangelUK, this isn’t about realism, this is about the power certain actions can give to a player. Surprising someone has a distinct advantage this way, it encourages people to stay together so that others can respond for you should you be the target. This whole mechanic breathes ‘Brink’.


(Senyin) #53

I don’t really care what the reasons behind it are, I am not happy with it either.
To me it’s not pwettyor cool and I don’t care about some advantage when hitting first . . .
It’s nothing but annoying in FPS were you rely on sound just as much (or dare I say even more) as sight.


(tokamak) #54

It’s nothing but annoying in FPS were you rely on sound just as much (or dare I say even more) as sight.

You can use the same argument for flash bangs or smoke grenades (in ET).


(Humate) #55

[QUOTE=tokamak;319682]It’s not a suggestion, it’s an incentive. They’re there to make fighting back while being surprised less attractive.

[/QUOTE]

Ive already stated it doesnt make fighting back less attractive, so thats a load of garbage.
Its blatant hand holding for players with bad game sense.


(tokamak) #56

People in this thread already said that sound was important to Brink. It is. Not being able to hear where you’re being shot from severely reduces your chances of immediately firing back at someone.

If this was about hand holding then they would use other warning signs, ones that didn’t so obviously disorient players.


(DarkangelUK) #57

I’d say its on par with red goop on the screen, only it’s attacking another sense. You’re getting shot, you’re losing health, probably facing the wrong way… does another disadvantage need to be added? Again, it’s taking it far to close to ‘who sees who first wins’ which is a bad direction to go in. If you want that, go play CoD zing! (I don’t mean that, but it’s been a while since I’ve seen someone type it).


(tokamak) #58

It beautifully enhances the advantage by the amount your target is facing away from you. If he’s right in front of you then you suffer not the slightest inconvenience and can fire back at will, if he’s right behind you then you have no idea how far you need to turn before you face him.

The ‘seeing someone first’ advantage has it’s place in this game. You get to cover routes, you want to stay together and you can temporarily lower someone’s combat effectiveness (like a guy going for someone doing the objective). That’s why a handicap effect of being shot at is great for this game.


(DarkangelUK) #59

[QUOTE=tokamak;319727]It beautifully enhances the advantage by the amount your target is facing away from you. If he’s right in front of you then you suffer not the slightest inconvenience and can fire back at will, if he’s right behind you then you have no idea how far you need to turn before you face him.

The ‘seeing someone first’ advantage has it’s place in this game. You get to cover routes, you want to stay together and you can temporarily lower someone’s combat effectiveness (like a guy going for someone doing the objective). That’s why a handicap effect of being shot at is great for this game.[/QUOTE]

Exactly, CoD mantra… no thanks.

As you said before “It’s really simple, if you hate it, DO NOT GET SHOT.”, so go hide in the corner and camp until someone passes by so you get the jump first… another wrong direction. You’re making me like this even less than I did to begin with.


(Humate) #60

[QUOTE=tokamak;319712]People in this thread already said that sound was important to Brink. It is. Not being able to hear where you’re being shot from severely reduces your chances of immediately firing back at someone.

If this was about hand holding then they would use other warning signs, ones that didn’t so obviously disorient players.[/QUOTE]

I dont play the game through other people, I only go by direct experience of the game.
And my direct experience of the game, is that the annoying audio does not hinder me in any way shape or form in terms of shooting. It just annoys me, period. If the premise behind the audio cutting in and out, was to disadvantage me, then it was executed poorly.

So no, I dont believe that was the intention. I would say the fact they tried to “sell” the game as a MinglePlayer experience probably contributed quite a bit to this little feature. And given SP players generally have no idea about tracking damage and health, it tries to immerse them into the game while holding their hand.