Difference between revisions of "Helper Voice"

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| rel1=[[Gameplay]], [[Awareness]]<br>
 
| rel1=[[Gameplay]], [[Awareness]]<br>
 
| rel-tag2=May relate to:<br>
 
| rel-tag2=May relate to:<br>
| rel2=[[Narrative]]<br>
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| rel2=[[Narrative]], [[Audio Logs]], [[Radio]]<br>
| rel-tag3=Relates to:<br>
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| rel3=[[Audio Logs]]<br>
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| rel-tag4=Differs from:<br>
 
| rel-tag4=Differs from:<br>
 
| rel4=[[Narrator]]<br>
 
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Revision as of 14:34, 27 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card (new in version 2.0)

Synopsis

Conveying messages through the voice of disembodied or remote entities.

Relationships

Contexts:
Gameplay File:M385px-Gameplay-front-v20.png, Awareness .
May relate to:
Narrative , Audio Logs File:M385px-AudioLogs-front-v20.png, Radio .

Differs from:
Narrator .
Uses:
Dialogue .

Description

One way to provide the player with aid while playing, regarding the gameplay but also dynamic notifications (Awareness for a critical state, for instance), is to design a Helper Voice who provides such information through Dialogue in a diegetic way.

Helper Voice may indirectly contribute with pieces of Narrative but it is different from Narrator. While Helper Voice provides information about the gameplay, i.e. about what to do or how to do it, the Narrator tells the story of the game.

The Helper Voice is sometimes "a voice from above", frequently conveyed by a reverberated Dialogue and possibly some additional Sound Effects that approximate it from the archetype of the voice of fantastic or divine entities.

Yet, perhaps the most commonly designed solution for the Helper Voice is to have a NPC in a remote location providing information over a communicator. The same channel and character is often used to provide Narrative (in which case such character also behaves as Narrator).

Examples

Assassin's Creed: The Animus ('a projector which renders genetic memories') serves gameplay hints while loading levels.
Uncharted:
Mirror's Edge: A partner, over a communicator, explains the best strategy for the next piece of gameplay.
[show less examples...]
Portal:
Half-Life 2: Both the Radio emission (semantically directed to the NPC) and the NPC provide helpful information.
Chaos Theory:
Papa Sangre: In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.
Halo:
Shadow of the Colossus: A voice from above explains the strategy to defeat a particular boss. In case the player is not able to progress the voice repeats after a while.



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