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The Sound Apparatus in Open World Games: Musical Resonance in The Witcher 3 and Red Dead Redemption 2 Cover

The Sound Apparatus in Open World Games: Musical Resonance in The Witcher 3 and Red Dead Redemption 2

Open Access
|Sep 2025

Abstract

This study examines the role of soundscapes in open-world video games, with a focus on The Witcher 3 and Red Dead Redemption 2. It explores how dynamic music and adaptive audio systems serve as bridges between players and game world, fostering immersion and emotional engagement. Employing frameworks from semiotics, game studies, and cultural theory, the research discusses key concepts such as Karen Collin’s “participatory supplemental connotations”. Hartmut Rosa’s “resonance”, and Jean-Jacques Nattiez’s tripartite model and the dichotomy between memory and monument drawn by Jacoviello. Through an analysis of The Witcher 3’s Slavic-inspired soundscape and Red Dead Redemption 2’s nostalgic Western motifs, the paper illustrates how game music functions both as a cultural document and an interactive monument. The paper examines how adaptive musical cues, ambient soundscapes, and diegetic shifts support exploratory play, emotional resonance, and contextual storytelling in vast, dynamic virtual environments. The study positions game music not as a passive backdrop but as an interactive structure of signs, emotions, and narrative strategies.

Language: English
Page range: 1 - 9
Submitted on: Dec 24, 2024
Accepted on: Aug 29, 2025
Published on: Sep 26, 2025
Published by: Palacký University Olomouc
In partnership with: Paradigm Publishing Services
Publication frequency: 3 issues per year

© 2025 Silvestro Pizzati, Letizia Tito, published by Palacký University Olomouc
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.