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Forums - Gaming - Sound effects and feedback, why is this overlooked?

 

Sound effects, sensory feedback is...

Essential importance 3 23.08%
 
Of great importance 7 53.85%
 
Middling importance 1 7.69%
 
Low importance 1 7.69%
 
Zero importance 1 7.69%
 
Total:13
JackHandy said:

Sound effects aren't that important to me, personally, as feedback (at least on modern games). I remember getting the rumble pack on impulse when I bought 007 for N64 back in the day and man, what a difference. But sound effects? I think the score and music is more impactful than the effects, although obviously, good effects matter.

Oh it does. Turn off the sound in something like Vampire Survivors or ball X pit, the games feel much, much lesser for it. There's a satisfying popping sound they have that gives instant feedback to the sense and provides dopamine. Again, Clair Obscur is quite litterally harder to play with the sound off. 



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SvennoJ said:

Haptics transformed GT7 for me. The difference between playing on PS4 and PS5 is much more profound in the feel than the upgrade in graphics.

In GT7 I can feel what the wheels are touching, what kind of kerbs, grass, dirt. The triggers tell me how close to the edge the car is. Synthriders uses sound effects to tell you you hit the note and they're spaced out to add to the music, like a extra hi-hat track. Haptic feedback tells you the same and whether you're still on the 'rails'. Audio trip has a bug where the haptic feedback sometimes fail and I immediately 'panic' that I'm screwing it up.

Sound effects and haptics are great feedback. Hence I'm typing on a mechanical keyboard sitting on top of my laptop's crappy membrane keyboard.

Oh aye, the good old clicks keyboards. Although, there is good feedback on some soft keyboard, in fact the best feedback is from a really well built laptop keyboard but I'm sure they have to design that in. 



LegitHyperbole said:
JackHandy said:

Sound effects aren't that important to me, personally, as feedback (at least on modern games). I remember getting the rumble pack on impulse when I bought 007 for N64 back in the day and man, what a difference. But sound effects? I think the score and music is more impactful than the effects, although obviously, good effects matter.

Oh it does. Turn off the sound in something like Vampire Survivors or ball X pit, the games feel much, much lesser for it. There's a satisfying popping sound they have that gives instant feedback to the sense and provides dopamine. Again, Clair Obscur is quite litterally harder to play with the sound off. 

Guess I need to turn on the sound in vampire survivors for a change...



SvennoJ said:

Sound effects and haptics are great feedback. Hence I'm typing on a mechanical keyboard sitting on top of my laptop's crappy membrane keyboard.

That's actually the one thing I don't like about mechanical keyboards: typing. I love the feel of a mechanical keyboard, but it's harder to write with one than with a membrane keyboard. Of course I'm still on my first mechanical keyboard, so perhaps others feel different, but I also vaguely recall reading that typing isn't exactly the forte of mechanical keyboards. At least I've got quite used to writing with one, and I guess it might also depend on the type of switch you have.



I can’t deal with feedback through the controller honestly. I’ve had the dualsense features turned off since day 1 and vibration for like .. 20+yrs at this point lol.



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Yeah I often find myself turning rumble off, unless it is done in a subtle way, otherwise I find it distracting. Games that rumble when you take damage are especially annoying.

I always turn it off on older systems like 360 which tend to shake very strongly; HD rumble on Switch 1/2 or the PS5's dualsense is better as it tends to be more subtle.



Zkuq said:
SvennoJ said:

Sound effects and haptics are great feedback. Hence I'm typing on a mechanical keyboard sitting on top of my laptop's crappy membrane keyboard.

That's actually the one thing I don't like about mechanical keyboards: typing. I love the feel of a mechanical keyboard, but it's harder to write with one than with a membrane keyboard. Of course I'm still on my first mechanical keyboard, so perhaps others feel different, but I also vaguely recall reading that typing isn't exactly the forte of mechanical keyboards. At least I've got quite used to writing with one, and I guess it might also depend on the type of switch you have.

I learned typing on a typewriter and then early keyboards. The feel of a membrane or typing on a screen is all wrong to me. I did revert back to 2 or 6 finger typing (index and middle finger + thumb) rather than with 10 but type plenty fast with just those.

With a mechanical keyboard I feel 100% sure I've hit the right keys and pressed them correctly, on a screen or membrane keyboard I constantly check whether the right letters appear while on a mechanical keyboard I simply have my eyes focused on the keyboard while typing.



That's my favorite keyboard, I got a ps/2 to USB converter taped to cable so I could keep using it when ps/2 ports went out of fashion. Neutral beige, calming color :) And the keys don't rub off either which always happens with newer keyboards after lots of use. Crumb proof as well lol.



A games "feedback" could be a lot. I like for example a camera shake in the direction of your hit or your parry. The rumble in the psvr2 headband is certainly an inspired choice. On some games I wish they would turn down all the crazy effects like lights and particles, because I cannot see through any of it what is actually going on. The dualsense has speakers (don't know about other controllers but probably not the only one) that are sometimes creatively used. I loved it in Astro Bot, for example just the ice skating noises coming from it. In other instances, like having a "guy in the chair" giving you mission updates and status reports and briefings all through those speakers is a bit much for me. But that is perhaps no longer "direct" feedback. The last thing from the top of my head: when you hit an enemy and it counts as a legitimate hit, but your movements are not slowing down and the enemy seems uneffected other than a decreasing hp count, as if the player character is slicing throug a ghost - these sorts of floaty games are tragic.