Difference between revisions of "Seeking for PC"

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| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =SeekingForPC-front-v10.png
+
| v10frontface =SeekingForPC-front-v10.png
| backface =SeekingForPC-back-v10.png
+
| v10backface =SeekingForPC-back-v10.png
 +
| v20frontface =SeekingForPC-front-v20.png
 +
| v20backface =SeekingForPC-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Contexts:<br>
+
| v10rel-tag1=Contexts:<br>
| rel1=[[Awareness]], [[Engagement]], [[Anticipation]]<br>
+
| v10rel1=[[Awareness]], [[Engagement]], [[Anticipation]]<br>
| rel-tag2=May use:<br>
+
| v10rel-tag2=May use:<br>
| rel2=[[Dialogue]], [[Shout and Yell]], [[Grunts]]<br>
+
| v10rel2=[[Dialogue]], [[Shout and Yell]], [[Grunts]]<br>
| rel-tag3=May relate to:<br>
+
| v10rel-tag3=May relate to:<br>
| rel3=[[Stealth]], [[Character Soundprint]], [[Sound Decoys]]<br>
+
| v10rel3=[[Stealth]], [[Character Soundprint]], [[Sound Decoys]]<br>
| rel-tag4=Contrasts with:<br>
+
| v10rel-tag4=Contrasts with:<br>
| rel4=[[Unaware NPC]]<br>
+
| v10rel4=[[Unaware NPC]]<br>
 +
| v20rel-tag1=Contexts:<br>
 +
| v20rel1=[[Awareness]], [[Engagement]], [[Anticipation]]<br>
 +
| v20rel-tag2=May use:<br>
 +
| v20rel2=[[Dialogue]], [[Shout and Yell]], [[Grunts]]<br>
 +
| v20rel-tag3=May relate to:<br>
 +
| v20rel3=[[Stealth]], [[Character Soundprint]], [[Sound Decoys]]<br>
 +
| v20rel-tag4=Contrasts with:<br>
 +
| v20rel4=[[Unaware NPC]], [[Suspicious NPC]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description=
 
| description=
It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for [[Engagement]]. Such state applies between the NPC spot the PC and the matter is somehow solved.
+
It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for actual [[Engagement]]. Such state applies between the moment when some NPC spots the PC and the moment when the matter is somehow solved.
  
While [[Seeking for PC]], [[Dialogue]]-capable NPC usually voice their hostile intentions towards the PC. Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude.
+
While [[Seeking for PC]], [[Dialogue]]-capable NPC usually voice their hostile intentions towards the PC (a case of [[Shout and Yell]]). Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude.
  
[[Seeking for PC]] is both informative (a matter of [[Awareness]]) and contributive to the [[Emotional Script]]).
+
[[Seeking for PC]] is both informative (a matter of [[Awareness]]) and contributory to the [[Emotional Script]].
  
Other possible stages of [[Awareness]] of (hostile) NPC behaviour that are commonly represented through acoustic expressions are [[Unaware NPC]] (while the NPC are not aware of the PC's presence) and [[Suspicious NPC]] (should the NPC have reason to investigate the PC's presence.  
+
Other possible stages of [[Awareness]] of (hostile) NPC behaviour that are commonly represented through acoustic expressions are [[Unaware NPC]] (while the NPC are not aware of the PC's presence) and [[Suspicious NPC]] (should the NPC have reason to investigate the PC's presence).  
  
 
| examples=
 
| examples=
 
| ex1=<mt p="SeekingForPC" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="SeekingForPC" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="SeekingForPC" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex3=<mt p="SeekingForPC" g="Oblivion" altg="The Elder Scrolls IV: Oblivion" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="SeekingForPC" g="Oblivion" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex2=<mt p="SeekingForPC" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex4=<mt p="SeekingForPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex8=<mt p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex5=<mt p="SeekingForPC" g="Commandos BCD" h="200"></mt>
+
| ex9=<mt p="SeekingForPC" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex6=<mt p="SeekingForPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex6=<mt p="SeekingForPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex7=<mt p="SeekingForPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex7=<mt p="SeekingForPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex8=<mt p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex4=<mt p="SeekingForPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex5=<mt p="SeekingForPC" g="Commandos BCD" h="200"></mt>
 +
| ex10=<mt p="SeekingForPC" g="Portal" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
}}
 
}}

Latest revision as of 17:47, 26 August 2012

Front face Back face
The card's front face The card's back face

Synopsis

NPC’s manifestations of active chasing of the PC.

Relationships

Contexts:
Awareness , Engagement , Anticipation .
May use:
Dialogue , Shout and Yell , Grunts .
May relate to:
Stealth , Character Soundprint , Sound Decoys .
Contrasts with:
Unaware NPC , Suspicious NPC .

Description

It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for actual Engagement. Such state applies between the moment when some NPC spots the PC and the moment when the matter is somehow solved.

While Seeking for PC, Dialogue-capable NPC usually voice their hostile intentions towards the PC (a case of Shout and Yell). Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude.

Seeking for PC is both informative (a matter of Awareness) and contributory to the Emotional Script.

Other possible stages of Awareness of (hostile) NPC behaviour that are commonly represented through acoustic expressions are Unaware NPC (while the NPC are not aware of the PC's presence) and Suspicious NPC (should the NPC have reason to investigate the PC's presence).

Examples

Assassin's Creed:
BioShock:
The Elder Scrolls IV: Oblivion:
[show less examples...]
Far Cry 2:
Commandos BCD:
Crysis:
Thief III: Deadly Shadows:
Papa Sangre:
Metal Gear Solid 4: Guns of the Patriots:
Portal:



FakeX-front-v10.pngFakeX-back-v10.png