The sound you don't remember hearing
Almost nobody chooses a server for how it sounds, and almost everyone remembers it for that. The invisible layer that fixes a digital place in memory.
The sound you don't remember hearing
Try an experiment with someone who played Minecraft as a kid. Don't warn them. Put on one of C418's piano pieces while you're talking about something else.
You'll see the reaction before they have time to explain it. An odd expression, a pause, sometimes an awkward laugh. And then something along the lines of bloody hell, this.
Now ask them whether they ever chose a server for how it sounded. The answer will be no. Never. Nobody has ever done that.
That distance between what makes us choose and what makes us remember is the whole matter.
What sticks best is what you didn't listen to on purpose
The psychologist Petr Janata has spent years studying something called music-evoked autobiographical memories. The idea is that certain pieces bring back not only their melody: they bring back the whole context in which they were heard. The place, the time of day, the people who were there, the mood. The song works like a label stuck onto a piece of life.
What's interesting for our purposes is that this effect doesn't require you to have especially liked the music, or to have paid attention to it. Quite the opposite: many of the pieces that most take us back to a place are the ones that played in the background hundreds of times while we were doing something else. We didn't listen to them. We lived in them.
That describes fairly precisely what happened with Minecraft's soundtrack. Nobody sat down to listen to it. It played while someone dug a tunnel, while they waited for a friend, while they did something else with the game open. Hundreds of hours, at a stage of life when memories set with rare force. The result is that today it works as a fairly reliable time machine for a whole generation, without any of them ever deciding it would.
Hearing knows things sight doesn't
There's a more practical reason why sound weighs so much, and it's purely geometric: sight covers what's in front of you and hearing covers what's around you.
In a digital space, that means sound is the main source of information about what's happening outside the frame. If you hear someone mining nearby, you know there's someone nearby even if you can't see them. If you hear water, you know there's water. If you hear the diffuse murmur of lots of people, you know you've arrived somewhere busy before you turn the camera.
That's why an environment with ambient sound is perceived as inhabited and the same environment in silence is perceived as abandoned, even if they're visually identical. Silence isn't read as restraint. It's read as nobody being here.
And that's probably the most costly and least discussed failing of many lobbies: they're built with enormous visual detail and they sound of nothing. All that architectural work trying to say this place is alive, and the layer that would say it fastest, silent.
Why almost nobody touches it
That sound is so neglected isn't down to carelessness. There are understandable reasons.
The first is technical: the available sound repertoire is limited, and adding your own layers takes work and sometimes raises rights issues nobody feels like dealing with. The second is that sound doesn't appear in any number. You can measure how many people go into the shop; you can't measure how many people stayed because the place sounded like something pleasant. What isn't measured doesn't get defended in a meeting.
And the third is the most reasonable of all: lots of people play with their own music on. That's true. But it doesn't follow that it makes no difference how the game sounds; it follows something more nuanced: that ambient sound competes with whatever the person chooses to put on, and that if it offers nothing, the choice has been made in advance. Places that sound good sometimes get people to turn their own music off. That's the real bar.
Ambience isn't the same as effects
It's worth separating two things that get mixed up.
Sound effects confirm actions. A chest opening, a hit that lands, an achievement popping up. They're one-off and made to be noticed: their job is to make the game respond to you. When too many pile up, they become the same din as everything else.
Ambience is the opposite. It's continuous and designed precisely not to be noticed. Waves, wind, a few gulls, leaves, the hum of a place with people in it. Its job isn't to respond to you: it's to exist when you're not doing anything. And that's why, paradoxically, it's the layer least consciously registered and most remembered afterwards.
A server can have loads of effects and sound of nothing. That's usually the case.
Designing something nobody will mention
There's an uncomfortable idea in all this for anyone who builds a place.
What makes someone choose your place and what makes someone remember your place ten years later aren't the same thing, and they almost never resemble each other. People choose by what they see in a video, by what the description promises, by whether their friends are there. They remember by what it was like to be there: the light, the rhythm, the background noise of the afternoons.
Ambient sound is the perfect example of that second category. Nobody is going to mention it in a review. Nobody is going to say they stayed for the gulls. And yet it will be there, stuck to a whole lot of afternoons, waiting to play without warning fifteen years from now, anywhere.
It's worth building things like that, even though they can't be measured. Perhaps especially the ones that can't be measured.
Para continuar leyendo
- Análisis6 minPor qué pasas más tiempo eligiendo servidor que jugandoDel mismo tema que acabas de leer.
- Análisis7 minPor qué la granja pública siempre acaba vacíaDel mismo tema que acabas de leer.
- Análisis6 minMirar a los mejores no te enseña a construirDel mismo tema que acabas de leer.
Has llegado al final. Puedes seguir con una de estas, o descansar.
Gracias por leer. Vuelve cuando quieras.