Jesper Juul wrote a paper (August 2018) about the ‘Aesthetics of the Aesthetics of the Aesthetics of Video Games’ and it’s a good read. I want to explore this idea but looking at sound rather than aesthetics as a whole. Of course, the aesthetics of a game must include sound – a game world is aesthetically very different if you change or remove the sound elements from it. Imagine, for example, a Call of Duty game with the weapon sounds made by cheap air rifles, or when playing Gran Turismo, Yakety Sax plays on the final lap. The aesthetics of the game would change, as would the level of immersion in terms of sensory and imagination at least.
Juul outlines the three levels of aesthetics in this way:
The aesthetic of video games is that games themselves have no utility beyond themselves, but playing at utility. When playing as a character, you play at having purpose; to rescue the princess, or find the treasure or whatever, but this is just play within the game world, and has no utility beyond itself.
Level 2, the aesthetics of the aesthetics, draws out a contradiction to this in that games are ‘anti-play’: they are goal-oriented and emphasise a goal-directed nature of the game. Like a sport, winning is what matters. The game is no longer ‘play’ but a ‘labour’ to achieve the goal.
Level three, the aesthetics of the aesthetics of the aesthetics of video games points to a modern and growing trend in video games to reject goal orientated game and abandon utility in its entirety. Games like Proteus fall into this category by having no goal, no ‘point’ to them and this, according to Juul, removes many elements of play.
As with Juul’s distinctions outlined above, sound plays an important role in this and falls into these distinctions as well.
At the first level, the purpose of sound is immersion of the senses, immersion of the imagination and immersion by challenge. To immerse the senses, the sound must be real, and realistic to the world the game is set in. This concept even transcends a visual aesthetic as shown in games like The Walking Dead. Whilst the visuals are cell shaded and ‘comic book’ style, the diegetic sounds are realistic and the backing music could come straight out of a prime time TV series or Hollywood film. This helps with immersion of the senses and imagination by providing what the visuals do not; an anchor in the known world. The world does not look like a graphic novel (although a strong argument can be made that, on a political level, it would be better if it did), but as a graphic novel has no sound, a real world anchor must be found; sound.
Level 2, the sound of the sound is about ludic, or gameplay function. If, aesthetically, this level is concerned with goal orientation then the sound has to provide for that. This needs to be done whilst keeping to the nature and rules of the game world. As Rhianna Pratchett says in her TedX talk, the job of a game writer is to find a way of giving instructions, information, and hints to the player without breaking character or the internal logic of the game world, and the same is true of the sound designer. Sound, when used well, can show a player where to go, can help a player choose a tactic in a new game area, and can warn of danger and indicate many different statistics. In Call of Duty, sound is used to let you know when your health is low – you gasp for breath. In Battlefield, it is used to let you know when your ammo is running out – a low pass filter is used to change the sound of the gun. Games such as Metal Gear Solid have a very distinctive ‘you’ve been spotted’ sound that, whilst non diegetic, doesn’t break immersion because it shocks the senses into action. Challenge based immersion kicks in and, in the case of MGS, even a cardboard box isn’t going to save you now.
Level three, the sound of the sound of the sound takes us in a different direction as to the utility of sound in games. This level in aesthetics is concerned with removing goal-orientated play and, Juul argues, this removes a lot of play itself. He says:
The third layer, the aesthetics of aesthetics of aesthetics is not, as we might first think, about going back to play, about letting players be creative in an open universe. It is the reverse: it is about keeping almost all of game structure, keeping goals and “winning”, but removing the playful element of games, removing the element of games where players improve their skills, or where they improvise creatively, where they plan.
Here, Juul is arguing for a definition of play that involves learning and using skillsets, and then using these skills in the game world to do new things. This is a similar idea used when learning a musical instrument. At first, the learner is instructed closely and must follow the teachers instructions and mimic what they do. As the learner grows in skill, they gain more freedom from the teacher and can begin to find their own voice with the instrument, eventually creating new and exciting ways of playing all whilst being structured by what they learned in the initial lessons.
Juul argues that if we take away the ‘goals’ and concepts of winning from the game play initially, then this removes and not enhances play. The beginner players lose their lessons and are simply lost.
In response, Chris Bateman responds that Juul is applying a very specific definition of ‘play’ of which these games fall outside. I’m with Bateman on this one. As a subscriber to Wittgenstein’s theory of Language Games, ‘play’ cannot be defined in the way Juul is attempting. Evidence of usage of the word ‘play’ (and underlying concepts) fall outside his definition. Whilst this is a gross over simplification, I don’t want to get bogged down in this at this point.
So where does this leave us with audio? On this third level, if we accept Juul’s argument, then there is no real ludic function as previously described in ‘level 2’. If, however we take Bateman’s counter argument into effect, then an entire new and exiting range of possibilities open up before us. Bateman says:
Proteus, which is my favourite game of this century, is rife with play – what it is devoid of is the play of utility. Bees, frogs, squirrels, sunsets, shamanic figures all provide ample playful elements where the player has ways to assert their agency within the distinct and definite authorial intent, not to mention (since the landscape is a soundscape) the playful expression of an audio journey to match the Zhuangzi-inspired hiking play that lies at the core of Ed Key and David Kanaga’s masterwork.
Play here is not used as a measure of achieving anything other than a nice wander through a nice world. When creating audio, this gives a whole new world to play in (pun intended). Procedurally generated audio and visuals is an exciting direction for game audio to take. In this way, it is fully ludic in purpose. Whilst the audio cannot help us achieve our goals – there aren’t any – it can help us create and explore our game world.
When we reject challenge as a necessary part of a game, then, whilst this closes off many applications of audio, it opens up new ones. If the point of playing a game is, in essence the same as the point of reading a novel, simply to read it and finish it, then it is ludic audio that draws a player aesthetically into the game. The distinction between immersive and ludic audio blurs to a point of non existence. Immersion in all its forms is the game play, the goal, the utility and, perhaps even the Holy Grail of the future of game design.