The Satisfaction of Sword's Sound Effect in Game Design in Case of Metal Gear Rising and Sekiro: Shadow Dies Twice

Poom Thiparpakul, Tanat Jiravansirikul, Tuang Dheandhanoo
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Abstract

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.
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从《合金装备崛起》和《影死两度》看剑的音效在游戏设计中的满意度
在本文中,will展示了视觉音效(VFX)在游戏中的作用,使玩家在与游戏角色的动作中更有满足感、参与度和沉浸感。本文以两款游戏为例,分析了角色的斜杠声。《合金装备崛起》和另一款游戏《Sekiro》;影子死两次。这两款游戏都拥有不同的音效,《合金装备》基于幻想音效,而《Sekiro》基于真实音效。在电子游戏中,音效的作用是增强玩家的粘性,让他们对自己的行为感到满意。追溯到电影等非互动媒体,声音在为观众“制造信念”方面发挥着重要作用,模糊了现实与幻想之间的界限。《合金装备崛起:复仇》和《Sekiro: Shadow Dies Twice》都是难以驾驭的数字游戏,它们都拥有同样的剑战核心体验。本文旨在分析这两款游戏的核心体验,即剑战机制的音效为何如此吸引人。这一发现的结果是,声音不必直接来自真实元素,在这种情况下,剑,而是夸大它,使作品看起来更“有影响力”,并给予用户积极的反馈。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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