Difference between revisions of "Decay"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 18: Line 18:
 
[[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]]).
 
[[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]]).
  
A common approach is to perform a fade out in the ([[Engagement]]) [[Music]]. Other approaches using [[Entrainment]] (including [[Music]], too), are also interesting. Some designers also opted to explicitly informing the player about the change in arousal states through diegetic [[Dialogue]].
+
A common approach is to perform a fade out in the previous ([[Engagement]]) [[Music]]. Other approaches in term of [[Music]] include presenting a short piece of [[Music]] evoking "discharge", or the piece that would be the ending of the ongoing composition (if were hearing it in a non dynamic means).� Other approaches using [[Entrainment]], are also interesting. Some designers also opted to explicitly informing the player about the change in arousal states through diegetic [[Dialogue]].
  
 
| examples=
 
| examples=

Revision as of 19:30, 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 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).

A common approach is to perform a fade out in the previous (Engagement) Music. Other approaches in term of Music include presenting a short piece of Music evoking "discharge", or the piece that would be the ending of the ongoing composition (if were hearing it in a non dynamic means).� Other approaches using Entrainment, are also interesting. Some designers also opted to explicitly informing the player about the change in arousal states through diegetic 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