Atmosphere in Games
I've been trying to write an article about atmosphere in video games, but the more I try the more I try the more I realise how difficult it is to put a mood into words and keeping the magic in the transition. I wanted to talk about the church in lower Midgar in Final Fantasy VII: Crisis Core, but I think it'd be best to find as many common elements as possible instead of being so specific.
Music
I remember watching a video with Rowan Atkinson describing how important music was to establishing tone, and how dramatically it can change a scene in films. We've been echoing the same sentiments in games for a long time, and so we should, music has an amazing ability to communicate atmosphere in an incredibly succinct way.
Actually I came across a music-related quote not too long ago that pretty much sums up how I look at games:
I start with the subject matter I want to write about. Then I make a musical base for that and create an atmosphere with the music. Once I've done that, the lyrics come last.
- Midge Ure
In the same way a designer can decide on their subject matter; the story they want to tell, feeling they want to emote or a moral. Then they can create a world that elicits it and give it an atmosphere. And the world and atmosphere aren't so different, so it's important that they're done together. After that characters can come if one didn't pop their head up as step 1, as well as other world elements. This would also be where you implement gameplay.
Like Mario. The subject matter might be that anyone can be a hero. Then the world and atmosphere grow from that. In this case a light-hearted hero's tale in a fantasy world with an out of place plumber. After all if a plumber who finds himself in a fantasy world can be a hero, anyone can.
Allegory & Fiction
Allegory can be used really well. It's usually panned because more often than not it's sort of stupidly obvious and in your face. When it's done well though it can make a world feel like it has direction, or like your character's story's not like anyone elses.
Fiction is to the grown man what play is to the child; it is there that he changes the atmosphere and tenor of his life.
- Robert Louis Stevenson
And fiction can really make or break atmosphere as well. There's an ambience to good writer's work, they don't just say something the way an ordinary person would. And that goes beyond character as well, because every character exists within this fiction that they've always existed in.
Architecture
The kind of architecture's important in creating a cohesive world and for the little things that maybe we don't notice. The usual example would be an evil character's lair. They're almost always spires and have other prominent pointy bits and tentacle-like things that make you feel uncomfortable. This sort of shape design's foundational to silhouette in character design, but we can apply the same principles here.
Architecture is a art when one consciously or unconsciously creates aesthetic emotion in the atmosphere and when this environment produces well being. - Luis Barragan
Palette
Another thing we can borrow from character design. Palette can be tricky because you want the world to be cohesive but also the area to feel different. Depending on its purpose it can be a pretty dramatic jump too. Zelda games are great with this though. Their palettes feel cohesive but hues are insular enough to a particular area to really punch it through, and when you're dealing with disparate themes like fire and ice it can get tricky.
I think almost always that what gets me going with a story is the atmosphere, the visual imagery, and then I people it with characters, not the other way around. - Ann Beattie
Silence
Games are loud now. That's an obvious generalisation, but the more modern day or near future action games we get the more Michael Bay comes through. But silence is important. Have you ever watched a move and afterwards just sort of ruminated over it in silence for a few minutes? Or maybe the director included it right in the film, like Schindler's List or Grave of the Fireflies.
All I try to do is create an atmosphere that seems comfortable enough, that it removes tension and everyone feels free. If they feel free then behaviour happens, small moments happen and that's what ultimately works the best for me. - Barry Levinson
I hope this has been useful, but I can't say for sure that it will be. Like I said at the beginning, I've been antagonising over this post for a long time now. Hopefully you liked it though.
Our regular Disengage! schedule will be back in a couple of weeks, until then I'll be posting again next week. This is a little premature but I think we'll be taking a little break over Christmas and the New Year. Busy times and all that. But we have a pretty chunky back catalogue now. You can catch it here.
- Shaun











