In-game Feedback

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Synopsis

Providing indicators on the player's acoustic performance.

Relationships

Contexts:
Sound Input , Rhythm Gameplay , Pitch Gameplay , Awareness , Emotional Script .
Relates to:
Levelled Performance .

Description

Gameplay demanding Sound Input, as in the case of Pitch Gameplay, or requiring some kind of auditory performance such as Rhythm Gameplay, may introduce unfamiliar challenges to players.

One interesting approach to deal with this is to provide in-game (diegetic) feedback and assistance. This not only presents a contextualized way to deliver Awareness to players, regarding their actions, but can also play an important role in terms of the game’s Emotional Script.

In some examples, this feedback promotes positive emotions, which may contribute to: balancing the distress of unachievement; favouring cognition by maintaining the player in a positive mood [pending:[REF]]; and, providing an additional source of entertainment.

A complementary way to tackle complexity is to let the players evolve their sound performance through stages of Levelled Performance, similarly as it is commonly done with other gameplay aspects.

Examples

pOnd: The coughing is a clear indicator that the duration of the inbreathing is relevant.
SingStar Vol.3:
Guitar Hero World Tour:
Spore:
[show less examples...]
Rhythm Paradise:
Patapon:
The Legend of Zelda: Ocarina of Time:
Tom Clancy's EndWar: In-game reactions to voice commands (Sound Input), including the inability to understand or execute an order.
Papa Sangre:



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