Aug 2026· International Conference on Foundations of Digital Games· pp. 1-11· 0 citations· 14 references
Computer Science
TL;DR
This paper examines the use of transdiegetic sound as form of feedback by analyzing 11 commercial narrative-focused strategy game titles, and maps how such audio cues are designed for both narrative and gameplay functions, the specifics of how they traverse the diegetic boundaries, and discuss how these designs may shape player experience.
Abstract
Game sound, as a feedback mechanism, functions along a diegetic continuum that bridges the boundary between player, game systems, and narrative. In narrative-driven strategy games, this continuum becomes especially important, as audio must communicate diegetically relevant information about story and character, while also supporting complex decision making. This raises key questions about how transdiegetic sound relates to design, narrative, and player experience for this genre. Specifically, how transdiegetic sound is incorporated into feedback systems in narrative-driven strategy games, and what kind of information they are used to communicate. In this paper, we examine the use of transdiegetic sound as form of feedback by analyzing 11 commercial narrative-focused strategy game titles. We map how such audio cues are designed for both narrative and gameplay functions, the specifics of how they traverse the diegetic boundaries, and discuss how these designs may shape player experience. Building on related work on transdiegetic sound in games, this study documents recurring design patterns and cues, and explores their communicative role within the context of narrative-driven strategy games.
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