secrets agent & the power of voice
games have a traditional aural landscape informed by historical technical limitations
these limitations continue to inform contemporary audio design even as it is easier than ever to record one’s own audio and insert it into a digital game
soft chambers is curious about the use of audio that is externally-sourced, produced by the body or the physical environment, rather than, for instance, through a tool designed for producing square, triangle, and pulse-based effects
a number of videogame authors utilize mouth-generated sound effects in their work, including anna anthropy and michael brough
others have experimented with narration in a way that is traditionally fulfilled by on-screen text
in joni kittaka’s secrets agent, the player is guided through a series of screen’s by the author’s voice, who instructs her on her goals and how to achieve them
this kind of narration is not alien to contemporary games -- however -- this narration is relaxed and conversational rather than dramatic and intense
through the course of the game, kittaka is a voice in the player’s ear, the unseen assistant providing the player with information as is common in espionage-themed videogames
but kittaka burps, goes on tangents, breaks out into song, stutters, talks reflexively about the powers of voice, and allows all kinds of other sounds onto the recording
the result feels less like a prerecorded voice dictating your objectives and more like a friend on the other end of the telephone, giving you tips on how to navigate an unfamiliar digital space, one that by design cannot be navigated on one’s own
while secrets agent is a single-player game, in this way it centres our relationships to others and makes receiving help into an exercise in connection and communication rather than one of infantilization or frustration
similar to gone home, secrets agent creates a compelling character by eschewing physical representation and embodying them entirely through voice
but by making this character the author themselves, secrets agent additionally explores the designer-player relationship in digital games
soft chambers wonders how else we might employ narration in means that go beyond the diegetic to explore affect and care through play