Difference between revisions of "Engagement"

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| rel3=[[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]], [[Entrainment]], [[Seeking for PC]], [[Shout and Yell]], [[Sonic Weapon]], [[Make Sound not War]]<br>
 
| rel3=[[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]], [[Entrainment]], [[Seeking for PC]], [[Shout and Yell]], [[Sonic Weapon]], [[Make Sound not War]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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| description =
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Episodes of [[Engagement]] are typical during the [[Gameplay]] and they constitute moments of high arousal in the [[Emotional Script]]. They usually involve a dense sound composition, with participation of [[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]], [[Grunts]], [[Shout and Yell]], [[Seeking for PC]], and others.
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An [[Engagement]]s may be immediately followed by a short phase of [[Decay]], which in turn would be followed by a phase of [[Relaxation]].
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| examples=
 
| examples=
 
| ex1=<mt p="Engagement" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Engagement" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}"></mt>

Revision as of 16:28, 16 October 2011

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Synopsis

A phase of gameplay of explicit conflict.

Relationships

Context:
R-A-E-D Iterations , Gameplay File:M385px-Gameplay-front-v20.png, Emotional Script .
Peers:
Relaxation , Anticipation , Decay .
May use many, including:
Foley , Sound Effects , Music , Dialogue , Entrainment , Seeking for PC , Shout and Yell , Sonic Weapon , Make Sound not War .

Description

Episodes of Engagement are typical during the Gameplay and they constitute moments of high arousal in the Emotional Script. They usually involve a dense sound composition, with participation of Foley, Sound Effects, Music, Dialogue, Grunts, Shout and Yell, Seeking for PC, and others.

An Engagements may be immediately followed by a short phase of Decay, which in turn would be followed by a phase of Relaxation.

Examples

Tomb Raider Underworld:
Oblivion: Sounds of Engagement (mainly Music and eventually the NPC's expression (Seeking for PC)) replace Relaxation (mainly Music) as soon as the NPC becomes aware of the PC. Once the conflict is solved, Relaxation takes over, again.
Killzone 2:
[show less examples...]
Far Cry 2:
Patapon:
Ico:
Halo:
Need for Speed Undercover:



Engagement-front-v10.pngEngagement-back-v10.png