So, this is something I've heard mentioned quite a lot in reviews of RPG maker games and in youtube tutorials. A lot of people seem to be of the opinion that if the player character in your game doesn't make sounds when moving, then that is automatically a negative and worth mentioning as a criticism of the game itself. Usually without explaining why, as if it should be obvious. The way which some people I've seen treat this topic is as if it were as easy as just adding one sound file to the game, which would play over and over again.
Well, to give my opinion on it, for all the good they might do for the atmosphere, these constant, repetitive sounds have a great, very real potential to be absolutely annoying. I have watched some videos showcasing plugins that give you the ability to add footsteps sounds to the game. They are obviously a simple showcase of the features those great plugins grant and not the finished game. But watching them really gives you the feel how including this feature without putting in a lot of effort may make the game a lot worse then not.
If you have one sound constantly playing, it gets old real fast. You would need some random variety there to ensure that it sounds more natural and again, not annoying. If there's a variety of locales, then you would need multiple ones in the game. Walking over a grassland shouldn't sound the same as walking on cobblestone roads in the city. Not to mention that it's weird when your character is the only one whose footsteps make sounds, so it might bring in some more work if you decide to go all in.
I've seen three general approaches to this:
1) A game with no footsteps sounds. Totally fine, it might be a typical JRPG, it might be some abstract, artsy game where having footsteps would ruing the mood. Certain ones could benefit more from adding footstep sounds, like horror games, but atleast they don't break anything.
2) No generic footsteps sounds, but certain tiles produce sounds when you walk over them. Like, normally walking doesn't produce sounds, but there are these floorboards on the map that creak when you walk over them (and maybe attract monsters). Or maybe there is this one part of the game where the MC walks through deep snow to reach shelter from the elements and walking there produces sounds to enhance the atmosphere of that one scene. These are there in moderation, so you can get away with less detail.
3) A game with footstep sounds everywhere. These might be projects like a horror game that's set entirely in one location like a haunted mansion (and thus you can get away with less variety and still enhance the atmosphere that way), or it might be a typical JRPG that's added in more detail. In this case, you need to put in a lot more effort to make sure the sounds match and enhance the experience instead of detracting from it.
What are your thoughts on this topic? How important do you think footstep sounds are? Is their exclusion a significant drawback to you? Would you expect them in, say, a horror game, but wouldn't mind their exclusion in your typical 2D JRPG?
Well, to give my opinion on it, for all the good they might do for the atmosphere, these constant, repetitive sounds have a great, very real potential to be absolutely annoying. I have watched some videos showcasing plugins that give you the ability to add footsteps sounds to the game. They are obviously a simple showcase of the features those great plugins grant and not the finished game. But watching them really gives you the feel how including this feature without putting in a lot of effort may make the game a lot worse then not.
If you have one sound constantly playing, it gets old real fast. You would need some random variety there to ensure that it sounds more natural and again, not annoying. If there's a variety of locales, then you would need multiple ones in the game. Walking over a grassland shouldn't sound the same as walking on cobblestone roads in the city. Not to mention that it's weird when your character is the only one whose footsteps make sounds, so it might bring in some more work if you decide to go all in.
I've seen three general approaches to this:
1) A game with no footsteps sounds. Totally fine, it might be a typical JRPG, it might be some abstract, artsy game where having footsteps would ruing the mood. Certain ones could benefit more from adding footstep sounds, like horror games, but atleast they don't break anything.
2) No generic footsteps sounds, but certain tiles produce sounds when you walk over them. Like, normally walking doesn't produce sounds, but there are these floorboards on the map that creak when you walk over them (and maybe attract monsters). Or maybe there is this one part of the game where the MC walks through deep snow to reach shelter from the elements and walking there produces sounds to enhance the atmosphere of that one scene. These are there in moderation, so you can get away with less detail.
3) A game with footstep sounds everywhere. These might be projects like a horror game that's set entirely in one location like a haunted mansion (and thus you can get away with less variety and still enhance the atmosphere that way), or it might be a typical JRPG that's added in more detail. In this case, you need to put in a lot more effort to make sure the sounds match and enhance the experience instead of detracting from it.
What are your thoughts on this topic? How important do you think footstep sounds are? Is their exclusion a significant drawback to you? Would you expect them in, say, a horror game, but wouldn't mind their exclusion in your typical 2D JRPG?


