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From Battlezone to Battlefield Immersion, Sound and Computer Games: An Interview with Ben Minto

From Battlezone to Battlefield Immersion, Sound and Computer Games: An Interview with Ben Minto In the more than 30 years since computer games have become part of our culture’s furniture, the goal for most users and manufacturers has been to create an immersive state in the player. Sound has played a part in this process throughout, and with the increase of memory and capacity of hardware/software platforms, is now able to simulate the complex acoustic world of feature films. In a significant number of games, especially those which are action based, the aim is to duplicate the hyper-reality of the war film. This article explores the ethos of one manufacturer, DICE, through an interview with one of its Audio Directors, Ben Minto. It explores how DICE approaches sound, in particular within the War games genre. I am one of that generation who experienced the arrival of personal computers as an adult. Hard to imagine, but there was a time when most daily tasks were done without the aid of a computer, including the writing of articles, books and such. Domestic game playing (non-psychological) was primarily undertaken via cards or board games. The first computerbased games, which arrived in the mid 1970s (and confined at first to large The New Soundtrack 1.1 (2011): http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png The New Soundtrack Edinburgh University Press

From Battlezone to Battlefield Immersion, Sound and Computer Games: An Interview with Ben Minto

The New Soundtrack , Volume 1 (1): 43 – Mar 1, 2011

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Publisher
Edinburgh University Press
Copyright
© Edinburgh University Press
Subject
Articles; Film, Media and Cultural Studies
ISSN
2042-8855
eISSN
2042-8863
DOI
10.3366/sound.2011.0005
Publisher site
See Article on Publisher Site

Abstract

In the more than 30 years since computer games have become part of our culture’s furniture, the goal for most users and manufacturers has been to create an immersive state in the player. Sound has played a part in this process throughout, and with the increase of memory and capacity of hardware/software platforms, is now able to simulate the complex acoustic world of feature films. In a significant number of games, especially those which are action based, the aim is to duplicate the hyper-reality of the war film. This article explores the ethos of one manufacturer, DICE, through an interview with one of its Audio Directors, Ben Minto. It explores how DICE approaches sound, in particular within the War games genre. I am one of that generation who experienced the arrival of personal computers as an adult. Hard to imagine, but there was a time when most daily tasks were done without the aid of a computer, including the writing of articles, books and such. Domestic game playing (non-psychological) was primarily undertaken via cards or board games. The first computerbased games, which arrived in the mid 1970s (and confined at first to large The New Soundtrack 1.1 (2011):

Journal

The New SoundtrackEdinburgh University Press

Published: Mar 1, 2011

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