Game 1: Overwatch
-Whilst playing the game there are many different sounds that each character makes, for example; each character has an “Ultimate” (specialty ability) which they use and each time they use the “Ultimate”, each character says a different voice sound effect which can be heard by every character.
-Another example of diegetic sound is when you spawn in the game and characters will occasionally talk to each other.
-The character Lucio is unique compared to the other characters as his weapon is a speaker which plays music that can be heard by both the player and all the in-game characters.
-In certain game modes, there is an announcer which gives the player information such as “an objective has been lost”. This sound is non-diegetic as it can only be heard by the player and not the opponent.
-As well as an in-game announcer there is also music that can be heard during the pre-game lobby.
Game 2: The Evil Within
The majority of the games sounds and music features are solely non-diegetic and therefore can only be heard by the player and not the opponent as it is a single player horror game.There are sound effects, for instance; boxes braking, footsteps, ambient noises. Mood music plays a huge part within the game, this is to give suspense and create tension between the game and the player.
We had Mark for the Sound Design lesson. On 13th September, 2016, 9:20 AM, we learned Diegetic and Non-Diegetic sound within games and films. This helped us differentiate the Games that use both diegetic and non-diegetic sounds. A diegetic sound is one which both you and the character can hear where as non-diegetic is a sound only you can hear (e.g. music is used to create tension).