Sound is a very clever and dynamic way to deliver emotion to a story. The use of certain instruments, the ways in which they are played, the expression behind HOW they are played all can create such a huge variety of emotions depending on the story/scene they are trying to create an atmosphere for. Sound can be used in my many different ways to create the same sort of atmosphere. However, my focus is not so much how much sound is use to express feelings, but how minimalistic it's presented, even to the point of silence. Using silence within either movies or videos game have the largest impact on it's audience. For example, if we take a horror movie that uses high tremolos of violins, that gradually get louder, or softer can depict what could potentially happen in the action. If the sound gets louder, something could be approaching making the audience more alert and suspicious. If it's quieter, the audience begin to speculate there is minimal danger, at least for now. Using this method of sound guides the audience through the action and the story, preparing them for what to expect. It's a way to add a premature effect on it's consumer, making them scared before any action has even happened. This sets the atmosphere of either movie or video game, keeping the viewer/player engaged by getting them to depend on the sound as their guide.
In a lot games, music changes in a various ways. Whether entering a new building, fighting an enemy, being spotted by someone etc, sound is used to warn the players that something is about to happen to them, preparing them. Sound is something that isn't really acknowledged within a game, it's a subconscious asset that draws the player in without them realizing it. This is mainly evident through ambiances instead of big soundtracks. The player subconsciously depends on the sounds within the environment as the play the game, it is their guide to inform them of how to feel or react. So, what if we take all sound away? and leave them with silences? Silence is used in many genres of television, movies and video games to grab the attention of it's audience. As previously mentioned, viewers subconsciously depend on sound as a guide, when that sound is taken away, it is then that they notice something is wrong, different or unusual. They feel thrown out of their comfort zone, making them pay attention, almost begging for the sound to come back and inform them on how to feel.
This method is often used within the Horror genre. Instead of making fearful audio to present the action within a scene, there is nothing but silence. Making the viewer feel on edge, there is nothing to tell them what could or could not happen, they're left with their own thoughts and emotions. Leaving them to speculate and get increasingly terrified. Anything could happen within silence and any moment, it will surprise you , making it such a good affect within the horror genre. It is similar to how light acts in darkness, we depend on light to guide us...but when it is taken away, and we're left in darkness, we begin to speculate where to go, what to do, what will guide you now? it is exactly the same with how silences are used in sound.
Aside from Horror, silences are used on television quite often. For example in advertisements, we as the public don't necessarily pay any attention to them. We are subconsciously aware those adverts make sounds, have themes and dialogue etc. But then if a silent advert comes on, you immediately notice something is different and you are drawn to the advert to figure out why there is silence. It's really amusing how we as people subconsciously react to sounds, but when it is taken from us, it is within an instant that we notice. Silence gives people the chance to think, deliberate and form their own emotions/opinions towards things, without sound guiding them or creating an atmosphere, we are left to make our own assumptions. No matter what genre of movie or video game, Silences are the most effective way to create coherence between the world and the narrative.
I looked at 'SUBTLETY AND SILENCE' An article about creating sound for games, by Rob Bridgett (creator of the Zero-G iFX Games sample library). It was interesting to see how he believe sound should be used very subtly and if not at all to create the most dynamic affect on your audience. His views on silences are very similar to mine in how they leave spaces for players to develop an emotion. How something is more terrifying in the horror game: Being in a room with sound acts as a guide to the current action, being in a room without sound very suddenly, takes away that guide. Resulting in the player to panic, what could happen next? nothing is telling you or giving you clues.
'Cleverly constructed montage of silence potentially has more dramatic effect than the biggest and loudest sounds. The structuring of how silence works in conjunction with sound is similar in a way to the film editing practices espoused by Eisenstein nearly a hundred years ago: in that expressive power is only gained when these elements are edited together and deliberately played against one another'
Bibliography:
. SUBTLETY AND SILENCE' An article about creating sound for games, by Rob Bridgett (creator of the Zero-G iFX Games sample library)
. http://www.zero-g.co.uk/index.cfm?articleid=722 [Accessed Tues 22nd]