Difference between revisions of "Decay"
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− | [[Decay]] is a phase in the game's [[Emotional Script]]. | + | [[Decay]] is a transient phase in the game's [[Emotional Script]]. Its opportunity is dictated by the [[Gameplay]] and it has a short duration. It aims at leading or supporting the player while changing from a state of high arousal (e.g. the end of an [[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]]. | 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 19:05, 15 October 2011
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The card's front face | The card's back face |
Contents
[hide]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 transient phase in the game's Emotional Script. Its opportunity is dictated by the Gameplay and it has a short duration. It aims at leading or supporting the player while changing from a state of high arousal (e.g. the end of an 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