Difference between revisions of "Achievement"

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Considering the potential recurrence of such actions during the game experience, sounds of [[Achievement]] ought to be carefully designed. They are usually short, though the duration may be adapted to the magnitude of the accomplishment.
 
Considering the potential recurrence of such actions during the game experience, sounds of [[Achievement]] ought to be carefully designed. They are usually short, though the duration may be adapted to the magnitude of the accomplishment.
  
Since the nature of the [[Achievement]] is often abstract, [[Sound Effects]] or [[Music]] snippets are a common option. Nevertheless, if there is an item whose manipulation has an audible [[Foley]] (e.g. picking a sack of coins), a sound derived from it may convey a more direct messaging.
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Since the nature of the [[Achievement]] is often abstract, [[Sound Effects]] or [[Music]] snippets are a common option. Nevertheless, in the case of events involving items whose manipulation has an audible [[Foley]] (e.g. picking a sack of coins), a sound derived from it may convey a more direct messaging.
  
 
| examples=
 
| examples=

Revision as of 08:24, 17 October 2011

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

Synopsis

Signalling something positive.

Relationships

Context:
Awareness , Emotional Script .
Contrasts with:
Failure .

Description

Achievement is arguably the most widely explored use of sound in games, in all times. It is used to signal virtually all positive happening during Gameplay, such as optional accomplishments (gathering collectibles, picking power-ups, defeating an opponent, ...), intermediate success (reaching a checkpoint, unlocking some feature, defeating a boss, ...), completing the game, etc.

Considering the potential recurrence of such actions during the game experience, sounds of Achievement ought to be carefully designed. They are usually short, though the duration may be adapted to the magnitude of the accomplishment.

Since the nature of the Achievement is often abstract, Sound Effects or Music snippets are a common option. Nevertheless, in the case of events involving items whose manipulation has an audible Foley (e.g. picking a sack of coins), a sound derived from it may convey a more direct messaging.

Examples

Tomb Raider Underworld:
Tetris:
Ice Age 3:
[show less examples...]
Angry Birds:
Papa Sangre:
Patapon:
Loco Roco:
Peggle:
Sonic the Hedgehog:



Achievement-front-v10.pngAchievement-back-v10.png