Elite Dangerous: Difference between revisions

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Regarding the backer response to the audio Jim Croft said ''"The response to Alpha 1.0 has been overwhelmingly positive. We were really glad to hear that people were in general enjoying our approach, particularly with respect to ship engines. One of our biggest challenges is in attempting to make space flight feel enjoyable, dynamic and non-fatiguing, while adhering to a plausible physical flight model as much as we can. It’s very tough to keep all parties happy; some like a light touch or no sound at all, whereas others want the full ‘Hollywood’ treatment. We want to give players what they want. Our aim is making as much of the audio in the game as customisable as possible in the audio options. So players can pick and choose the elements they prefer to hear and which elements they do not."'' <ref>https://forums.frontier.co.uk/showthread.php/11961-Meet-the-Team-12-Jim-Croft-(Head-of-Audio)</ref>
Regarding the backer response to the audio Jim Croft said ''"The response to Alpha 1.0 has been overwhelmingly positive. We were really glad to hear that people were in general enjoying our approach, particularly with respect to ship engines. One of our biggest challenges is in attempting to make space flight feel enjoyable, dynamic and non-fatiguing, while adhering to a plausible physical flight model as much as we can. It’s very tough to keep all parties happy; some like a light touch or no sound at all, whereas others want the full ‘Hollywood’ treatment. We want to give players what they want. Our aim is making as much of the audio in the game as customisable as possible in the audio options. So players can pick and choose the elements they prefer to hear and which elements they do not."'' <ref>https://forums.frontier.co.uk/showthread.php/11961-Meet-the-Team-12-Jim-Croft-(Head-of-Audio)</ref>


Senior Audio Designer Matthew Florianz held a presentation giving an in-depth look into the making of the audio for Elite Dangerous with in-game examples. Pertaining the science approach with the way Frontier creates the universe, a question they often get is "why didn't you go for no sound in space? The game has sound." Jim Croft answered that question "In the vast and often empty blackness of space, audio fulfills the crucial role of communicating a compelling sense of speed, acceleration and mass to the player."<ref>https://www.youtube.com/watch?v=GiAcsrmyePs</ref>
Senior Audio Designer Matthew Florianz held a presentation giving an in-depth look into the making of the audio for Elite Dangerous with in-game examples. Pertaining the science approach with the way Frontier creates the universe, a question they often get is ''"why didn't you go for no sound in space? The game has sound."'' Jim Croft answered that question ''"In the vast and often empty blackness of space, audio fulfills the crucial role of communicating a compelling sense of speed, acceleration and mass to the player."<ref>https://www.youtube.com/watch?v=GiAcsrmyePs</ref>''


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