All Tech Considered
2:44 pm
Mon November 18, 2013

Calling The Shots: Realistic Commentary Heightens Video Games

Originally published on Tue November 19, 2013 9:16 am

A big selling point for new video game consoles is better graphics — how real something looks. But better computing power also means better sound.

Compare a real live basketball broadcast to video game audio. Can you tell the difference?

If you guessed that the second one was the video game, you nailed it. It's from NBA 2K14, the latest in a long line of basketball video games that puts a premium on sound.

"It allows you to connect more, I think, with the game world because it's more realistic to the energy and excitement that happens on the court," says Joel Simmons, audio director for 2K Sports, which makes games for Xbox, PlayStation and other platforms.

Gaming technology has come a long way since the Sega Genesis was released in 1989. That console allowed for maybe 75 lines of dialogue; now, commentators in sports games can say up to a quarter million lines, Simmons says.

But creating a realistic experience for the gamer is incredibly complicated, he says. Free will and spontaneous reactions are hard to program.

Whatever the game player does, the announcer has to have something to say, whether it's nabbing a missed layup ("Rebound by the Heat!") or draining a jump shot ("That is good!").

And there have to be different ways to describe the same thing — otherwise it gets really repetitive. So the tone can go from a mellow "And here is LeBron," to fired up: "Heeeere's LeBron!"

No matter what the human player does, the commentary follows, and it incorporates which teams are playing, how much time is left and so on. It's trying to mimic the natural way announcers talk about basketball, Simmons says.

If you watch a real basketball game, you'll notice that announcers aren't just talking about what's happening on the court — they're often talking about what's happening off the court. In newer basketball video games, they do the same thing.

And because consoles have an Internet connection, if a player in the NBA is on a hot streak, it will show up in the game.

"It could be a real-life story of something that's occurring in the current NBA season that's going on," Simmons says, "or it could be something in your own franchise world." [Franchise mode is a game setting where you can play as one team for a number of seasons. Commentators will speak as though they've followed your playing over time.]

Here's another way games imitate real life: NBA 2K14 uses recognized broadcasters like Clark Kellogg, who's been doing commentary on college basketball for more than 20 years.

To get that conversational tone in the video game studio, Kellogg hears pre-recorded lines from his colleagues. He says he spends 40 to 50 hours every season recording for the video game.

"I can listen to the game and watch, and then I'm thinking what would I be saying, and then it comes out of my mouth," he says. "A lot of it is just responding as you would to a game situation."

Simmons' job, as audio director, is much bigger than just making the announcers sound realistic. Behind these lines of dialogue are sounds like crowd noise, squeaking sneakers and players' voices.

And now that a new generation of consoles is on the market, he says, NBA 2K14 is stepping up its game. "On the PS4 and Xbox One, what's interesting is that we can deliver a higher fidelity sound experience, and that adds a lot to the depth and gets us closer to what you hear in a broadcast."

Copyright 2013 NPR. To see more, visit http://www.npr.org/.

Transcript

MELISSA BLOCK, HOST:

People love to talk about graphics when a new game console hits the market, how real the games look. We get that but guess what else we're asking about here in public radio - how does the thing sound? New consoles mean new ear candy, especially when it comes to sports games.

Here's NPR's Sami Yenigun.

SAMI YENIGUN, BYLINE: OK, which of these is a real live basketball broadcast?

(APPLAUSE)

UNIDENTIFIED MAN #1: Game, double teams just off prediction. (unintelligible) clock down is six...

YENIGUN: And which is video game

(APPLAUSE)

UNIDENTIFIED MAN #2: Well, LeBron James - well, probably his best season statistically a year ago, so I don't think there's any question about it, guys.

YENIGUN: Not so easy right? If you guessed that the second one was the videogame, bucket. It's "NBA 2K14," the latest in a long line of basketball games that puts a premium on sound.

JOEL SIMMONS: It allows you to connect more with the game world because it's more realistic to the energy and excitement that happens on the court.

YENIGUN: Joel Simmons is audio director for 2K Sports, which makes sports games for Xbox, PlayStation and more. He says creating a realistic experience for the gamer is incredibly complicated. Thing is, free will is hard to program around. Whatever the game player does, the announcer has to have something to say. Whether it's nabbing a missed lay-up...

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #3: Rebound by the Heat

YENIGUN: Or draining a jump shot.

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #3: That is good.

YENIGUN: And there's got to be a ton of different ways to describe the same thing, otherwise it gets really repetitive. So the tone can go from mellow...

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #3: And here is LeBron.

YENIGUN: ...to fired up.

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #3: Here's LeBron.

YENIGUN: No matter what the human player does, the commentary follows, and incorporates what teams are playing, how much time is left and so on.

SIMMONS: The technology has come along ways. I mean, from the Sega Genesis where we had maybe 75 lines of dialogue, we're now up to, you know, over a quarter million.

YENIGUN: That's right, thanks to more computing power and disk space, commentators in sports games now say around 3,000 times more things than they did 10 years ago. And what are said things? If you watch a real basketball game, you'll notice that the announcers aren't just talking about what's happening on the court, they're often talking about what's going on off the court. Newer basketball games, same thing.

SIMMONS: You know, at times we'll talk about stories of the teams...

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #4: Former three-time NBA All-Star and Sacramento native son, Mayor Kevin Johnson, instrumental in securing financing for the new arena...

SIMMONS: ...or it could be something in your own franchise world.

(SOUNDBITE OF A VIDEOGAME)

UNIDENTIFIED MAN #4: Well, 14 and 16 against the Heat. I mean, that's not a bad record.

(SOUNDBITE OF CHEERING)

UNIDENTIFIED MAN #4: I'm not sure if it says something about the Kings or something the Heat.

YENIGUN: And because consoles have an Internet connection, if a player in the NBA is on a hot streak, it shows up in the game.

We track the stats and we use that stat information to generate stories that match what's going on in your season.

Here's another way games imitate the real world. "NBA2K" uses recognized broadcasters like Clark Kellogg.

CLARK KELLOGG: I can listen to the game and watch and then I'm thinking, what would I be saying and then it comes out of my mouth.

YENIGUN: Clark Kellogg has been doing basketball commentary for over 20 years. He explains how 2K gets that conversational tone. It starts in a studio. Kellogg puts on a set of headphones and hears pre-recorded lines from his colleagues.

KELLOGG: A lot of it is just responding as you would in a game situation. You're listening to your partner. He's making some comments, whether it's describing a player, a team or a situation. And then you're responding within the flow of that conversation.

YENIGUN: Kellogg says that he spends between 40 to 50 hours every season recording for the videogame. Joel Simmon's job, as audio director, is obviously much bigger. Between these lines of dialogue is crowd noise, squeaking sneakers, players' voices. He says now that a new generation of consoles is on the market, "NBA2K" is stepping its game up.

SIMMONS: On the PS4 and Xbox One, what's interesting is that we can deliver a higher fidelity sound experience. And that adds a lot to the depth and gets us closer to what you hear in a broadcast.

YENIGUN: Oh yeah, the new games, they look pretty real, too.

Sami Yenigun, NPR News. Transcript provided by NPR, Copyright NPR.