Difference between revisions of "Achievement"
ValterAlves (Talk | contribs) m |
ValterAlves (Talk | contribs) m |
||
Line 18: | Line 18: | ||
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, | + | 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
The card's front face | The card's back face |
Contents
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