Sound
Sound in sports games comprises of three
main areas; commentary, menu music, and in-game sounds. Unfortunately,
the trend in soccer games has been to concentrate on the two former and
pay scant attention to the latter. However, anyone who’s every watched
soccer on TV (let alone been to a match) know just how important the
match sounds, and in particular the crowd, are.
Commentary and Menu Music – more of the
same, please

Commentary and Menu Music are two areas where EA Sports have excelled in
recent years. As I mentioned in my review of the game, FIFA 06 features
one of the best sports game soundtracks ever, and the commentary is
fantastic. For the next generation I’d like to hear not just more
variety from the play-by-play the colour commentary, but also more
context-specific comments. I was incredibly impressed by FIFA Soccer
PSP when, the match after clinching the title I missed a sitter and the
commentator said something to the
effect of; “…it’s a bad miss but he won’t mind so much since they’ve
already won the title.”. It really ramps up the sense of immersion
when the commentators seem to acknowledge the importance of match events
in the greater context of a season or tournament.
Time for a knowledgeable crowd
Crowd sounds in soccer games have basically been divided up into three
categories; cheers, jeers, and random chants. That’s been about it.
Crowd logic/AI in most games has followed a complex (not really)
algorithm;
Constant = Quiet crowd hum/rumbling
Home Goal = Cheer
Away Goal = Jeer
Away Foul Committed = Jeer
Every Five Minutes = Random Crowd Chant
This has to change. If these new fancy
consoles have the processing power to compute thousands of complex
physics calculations in a second, then programmers can use some of that
CPU power to handle slightly more complex crowd reactions.
Firstly, programmers need to understand
that in 99% of soccer matches away fans ARE present and making noise
(that missing 1% being when Inter play behind closed doors and NO fans
are present, ho ho!). So, if the away team scores the go-ahead goal in
the 90th minute, the stadium should go quiet - with the exception of the
small contingent of away fans. And with digital surround sound supported
by even this generation of consoles (Dolby Digital for the X-Box and
Dolby Pro Logic II for the PS2) we should be able to hear exactly
where those traveling fans are located.
Secondly, there needs to be a more
dynamic flow to the crowd sounds. If the away team is winning 2-0 then
the home fans shouldn’t be too loud. However, if the home side pulls a
goal back it would be nice to hear the home fans make their voices heard
again. This ebb and flow should also reflect the possession in the game
(as well as the score), so if it’s tied but the home side has a large
percentage of the possession in the attacking half, then the home
support should be heard behind them. At all times the crowd sounds
should be dynamic and not modulated into discrete packets of cheers and
jeers.
It’d also be really neat to hear the
stadium announcer come on the loudspeaker and announce goalscorers (home
players cheered, favourites cheered even louder), substitutions, and the
amount of injury time added to the end of a half. Programmers also need
to include more team-specific and player-specific chants and understand
that many chants aren’t sung at random times. I don’t recall YNWA being
sung just before half-time at Anfield and I don’t recall “Glory Glory
Man United” sung too loudly when United are losing.