Difference between revisions of "Decay"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 17: Line 17:
 
| description =
 
| description =
 
[[Decay]] is a phase in the game's [[Emotional Script]]. It has a short duration, and aims at leading or supporting the player while changing from a state of high arousal (as [[Engagement]]) to a state of low arousal (as [[Relaxation]]). Usually these several phases relate in a iterated sequence ([[R-A-E-D Iterations]]).
 
[[Decay]] is a phase in the game's [[Emotional Script]]. It has a short duration, and aims at leading or supporting the player while changing from a state of high arousal (as [[Engagement]]) to a state of low arousal (as [[Relaxation]]). Usually these several phases relate in a iterated sequence ([[R-A-E-D Iterations]]).
 
Possible techniques include those involving [[Entrainment]], including [[Music]].
 
  
 
Considering the goal of moving between physiological resonance states, techniques using [[Entrainment]] (including [[Music]]) are interesting to the implementation of [[Decay]]. Some designers also opted to explicitly informing the player about the change in arousal states through [[Dialogue]].
 
Considering the goal of moving between physiological resonance states, techniques using [[Entrainment]] (including [[Music]]) are interesting to the implementation of [[Decay]]. Some designers also opted to explicitly informing the player about the change in arousal states through [[Dialogue]].

Revision as of 18:50, 15 October 2011

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

Synopsis

A phase of gameplay of reestablishment after an engagement.

Relationships

Context:
R-A-E-D Iterations , Gameplay File:M385px-Gameplay-front-v20.png, Emotional Script .
Peers:
Relaxation , Anticipation , Engagement .
May use:
Music , Dialogue , Entrainment .

Description

Decay is a phase in the game's Emotional Script. It has a short duration, and aims at leading or supporting the player while changing from a state of high arousal (as Engagement) to a state of low arousal (as Relaxation). Usually these several phases relate in a iterated sequence (R-A-E-D Iterations).

Considering the goal of moving between physiological resonance states, techniques using Entrainment (including Music) are interesting to the implementation of Decay. Some designers also opted to explicitly informing the player about the change in arousal states through Dialogue.

Examples

Assassin's Creed:
Need for Speed Undercover:
Far Cry 2:
[show less examples...]
Half-Life 2:
Halo:



Decay-front-v10.pngDecay-back-v10.png