How important are footstep sounds in games to you?

What is your opinion about footstep sounds in games?

  • Every game should have them

    Votes: 1 2.0%
  • It's better when they are in, but their absence is not a dealbreaker

    Votes: 13 25.5%
  • Games of certain genres should have them, others can do without them

    Votes: 16 31.4%
  • I don't care if they are in the game or not

    Votes: 17 33.3%
  • I prefer games without footstep sounds

    Votes: 4 7.8%
  • Other

    Votes: 0 0.0%

  • Total voters
    51

Beregon

Veteran
Veteran
Joined
Aug 25, 2020
Messages
92
Reaction score
58
First Language
Czech
Primarily Uses
RMMZ
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?
 

Hyouryuu-Na

Sapphire Sodium
Veteran
Joined
Jun 15, 2017
Messages
947
Reaction score
2,213
First Language
Not English
Primarily Uses
RMMV
I don't really mind if games have them or not but I do love having some sort of indiction that there's some movement made by the player. It's nice to have foostep sounds but extremely repetitive footstep sounds? Hell no! I have one right now and I literally turn down SE to 0 during playtest because it's so annoying. A minute of non-stop walking and it starts to sound like a mini hammer XD I will definitely change it to make it a bit less annoying.
I think you can add different SEs so that it's not so annoying. It will also feel more realistic. Don't know if there are plugins/scripts for randomized foostep sounds but you can event one too. Put a bunch of SE names in an array and randomly pick one to be played after a set amount of intervals. And turn down the volume too.
It's also okay to not have it imo but there should be other environmental sounds to make up for not having it. Otherwise it feels a bit too quiet.
 

Volourn

Villager
Member
Joined
Sep 19, 2019
Messages
17
Reaction score
14
First Language
English
Primarily Uses
RMMV
Zero. There are some situations they can add to the 'atmosphere' but overall, not needed. Like you said, if they were being heard all the time, it would be annoying.
 

Zalzany

Villager
Member
Joined
Aug 24, 2020
Messages
16
Reaction score
4
First Language
English
Primarily Uses
RMMZ
I mean some times its nice, but I seen some where its too loud, and its kind of annoying especially when they go all out and have different sounds for different tiles, I find myself wanting to walk in the grass over the paths in one game for instance, because i hate that generic sound of stepping on the stones, and I think its too loud, while the grass is more muffled.
 

mlogan

Global Moderators
Global Mod
Joined
Mar 18, 2012
Messages
15,354
Reaction score
8,533
First Language
English
Primarily Uses
RMMV

I've moved this thread to General Discussion. Please be sure to post your threads in the correct forum next time. Thank you.

 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,535
First Language
British English
Primarily Uses
RMMV
Pretty important to me. Doesn't need to be super dynamic or anything, I just like to hear my character moving in games. It's something I notice when it's absent; same goes for the lack of sounds when opening doors, chests, and other actions.
 

Former_Sky

Veteran
Veteran
Joined
Apr 9, 2020
Messages
41
Reaction score
26
First Language
English
Primarily Uses
RMVXA
They're not important at all. Especially for jrpgs where footsteps have been absent for so long. Most of the time they add immersion, so if that's a goal for your project then it might be worth adding that in. Almost every time they work, because stepping on different surfaces adds a different sound and that makes it worthwhile. The only game that fails in this regard is Final Fantasy XIII, where the footsteps are so friggin loud.
 

Milennin

"With a bang and a boom!"
Veteran
Joined
Feb 7, 2013
Messages
2,511
Reaction score
1,642
First Language
English
Primarily Uses
RMMV
Depends on the quality of the sound effects, like not being overly loud or annoying, and having different sounds when walking on different kinds of surfaces. But I'd say it's only really "necessary" in games that aim for high immersion.
A run of the mill JRPG certainly doesn't need them.
 

Conflictx3

Veteran
Veteran
Joined
Aug 11, 2018
Messages
174
Reaction score
344
First Language
English
Primarily Uses
RMMV
I'm usually not combative but im going to say footstep and other ambience sounds are ESSENTIAL to rpg maker games and not taking the extra 30 - 60 minutes it takes to fully implement them is definitely a fault to the maker.

This thread is addressing footstep sounds in video games in general where ofcourse its largely dependent on what type of game it might be and footsteps aren't needed.

But larger scale jrpgs and rpgs alike have had footstep sounds in majority of their games for the last 2 decades.

For me, the lack of sound is just as important as sound, so those scenes when the BGM fades out and only the footsteps of your characters can be heard adds SO MUCH to a scene before it even begins because you know your either about to run into a badass, the stressful part is over, or a sad self reflection and possible revelation scene is about to take place.

Now dealing rpg maker, our games from our community are already under much scrutiny as is, if we have tools for us to make our games as quality as possible and don't use them its a strike against the dev.

Too many of the projects released have no atmosphere and just stock/royalty free music blarring at 100% volume which is far more annoying than hearing footsteps.

My 2 cents.
 

Hyouryuu-Na

Sapphire Sodium
Veteran
Joined
Jun 15, 2017
Messages
947
Reaction score
2,213
First Language
Not English
Primarily Uses
RMMV
Lots of different opinions on this. The OP must be confused XD
@Beregon You can include footstep in general and create an option that enables/disables them. People who are bothered by it can just turn it OFF. This seems like a nice way to keep everyone happy.
 

Thefirelion

Veteran
Veteran
Joined
Mar 25, 2017
Messages
58
Reaction score
15
First Language
Spanish
Primarily Uses
RMVXA
Depends on the genre of the game: For horror/mystery games it's good because obviously vitally depends on the atmosphere and the sense of hearing to achieve what you want, but in a jrpg at least I do not see sense it does not make sense.
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,523
Reaction score
1,415
First Language
English
Primarily Uses
RMMV
Generally, I don't care if a game has them or not, although I'm talking more about traditional RPGs, not horror games (where I can see them having more value).

I do, however, kind of dislike the automatically-added map transition footstep sound and always remove it every time I use the right-click event creation for doors or transitions.

CLOP
CLOP
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,535
First Language
British English
Primarily Uses
RMMV
@Aesica That clop clop SE was a step up from the distorted movement sound we had in Ace. xD
 

Aesica

undefined
Veteran
Joined
May 12, 2018
Messages
1,523
Reaction score
1,415
First Language
English
Primarily Uses
RMMV
@Aesica That clop clop SE was a step up from the distorted movement sound we had in Ace. xD
I only briefly played with Ace (got it massively on sale) before I got into MV. Was it like a "TSHHT TSHHT!" or something like that?
 

The Stranger

The Faceless Friend
Veteran
Joined
Sep 14, 2012
Messages
3,341
Reaction score
21,535
First Language
British English
Primarily Uses
RMMV
@Aesica Yes! xD It was called 'Move', but didn't sound like movement at all.
 

ADMtn

Treasure Hunter
Veteran
Joined
May 23, 2020
Messages
143
Reaction score
90
First Language
English
Primarily Uses
RMMV
Footstep sounds on every tile for a standard (2D) RPG doesn't seem necessary. I suppose if it's done well, it wouldn't even be noticeable, but can make a game feel more immersive (and polished).

At the moment, I don't have footsteps in my game, unless you count map-transition sounds when the player opens a door or uses stairs/ladders. I'm not using a sound for when the player simply walks from one map to another (the shuffling SE common in old school JRPGs doesn't make sense to me; if the character doesn't make those sounds walking on-screen, they shouldn't make that sound when walking to another screen).

Conflictx3's passion for footstep sounds has me intrigued. I may experiment with adding footstep sounds to my game just to see how it is. I'd prefer it to be super-quiet and barely-noticeable, so I guess I'll see how it affects my game!

Edit: Well, what do you know? I kind of like it. Just used a simple common event and a little scripting to have a sound play when the player is moving. Going to leave it as a placeholder 'til I find a better sound or utilize variables/regions to have different sounds depending on the terrain. Will see how I feel about it later. Don't think I'll add footsteps for NPCs, though (unless it's at a ridiculously low level so most people wouldn't hear it); don't want a cacophony of nonsense when there are a bunch of NPCs in one map.
 
Last edited:

HumanNinjaToo

The Cheerful Pessimist
Veteran
Joined
Apr 18, 2013
Messages
1,226
Reaction score
603
First Language
English
Primarily Uses
RMMV
Footstep sounds, when done wrong, can be the most absolutely annoying thing ever. I would rather not have them in most rpg games. I can understand them in action rpgs where atmosphere and things matter a lot more than just the average rpg maps.
 

WaywardMartian

Is sometimes a giant bee
Veteran
Joined
Jan 1, 2017
Messages
191
Reaction score
512
First Language
English
Primarily Uses
RMMV
As always, it depends. Horror game atmosphere? Yes, useful. It adds tension because you're trying to be quiet but you can hear your own footsteps and maybe so can others, or you can hear other things walking around. Or it enhances the feelings of isolation, to hear your own footsteps and nothing else.

Any game where hearing footsteps isn't directly integral to the gameplay or plot? No. No no no no no never no. It adds nothing, it's just audio clutter. It is annoying and distracting. I can see that my character is walking, thank you, I do not need a constant tick-tick-tick-tick reminding me in case I forgot. Just because you can simply walk into Mordor does not mean I need to hear every footstep you took to get there.
 

Pix3M

Veteran
Veteran
Joined
Feb 4, 2019
Messages
99
Reaction score
81
First Language
English
Primarily Uses
RMMV
On one end you have realistic aesthetics. Here's an example in Sniper Elite 4 where footstep sounds are absolutely mandatory. First, the interaction between the player and the physical environment is absolutely part of the gameplay. Second, it very clearly has an intention of creating a realistic aesthetic and the player will absolutely expect to be able to hear how the player interacts with their environment.

On the other extreme end is a graphical style like the original Pokemon games. Its graphical style is extremely stylized and the only sound effect to communicate the interaction between the player and the environment is when the player tries walking into an impassible space or into a door.

And here is sound design done wrong on purpose to show what happens when 'realistic' sound effects are combined with a graphical style:

I think @WaywardMartian brought an example where it footstep sounds can communicate something that adds to the gameplay experience. Otherwise if we're doing this for "immersion" (what do we mean by this?), we need to remember that RTP assets don't really have an art style that warrants footstep sounds in most cases
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,096
Members
137,587
Latest member
Usagiis
Top