Difference between revisions of "Radio"

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It is fairly common to came across [[Radio|Radios]] in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.
 
It is fairly common to came across [[Radio|Radios]] in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.
  
[[Radio|Radios]] may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the [[Gameplay]]. There are also cases of [[Radio|Radios]] playing a role during [[Stealth]] performance.
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[[Radio|Radios]] may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the gameplay. There are also cases of [[Radio|Radios]] playing a role during [[Stealth]] performance.
  
 
[[Radio]]s are related but different from [[Audio Logs]]. The latter usually present scattered and anachronical pieces of past testimonies, and serve [[Audio Logs|distinctive purposes]].
 
[[Radio]]s are related but different from [[Audio Logs]]. The latter usually present scattered and anachronical pieces of past testimonies, and serve [[Audio Logs|distinctive purposes]].

Revision as of 22:16, 27 October 2011

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

Candidate Card

Synopsis

Actual radio receivers with relevant emission.

Relationships

Contexts:
Narrative , Helper Voice , Gameplay File:M385px-Gameplay-front-v20.png.
May relate:
Diegetic Music , Sound Suppressing , Stealth .
Relates to:
Audio Logs File:M385px-AudioLogs-front-v20.png.

Description

Radio devices present disparate solutions to offer audio stimuli inside the game world (i.e., in a diegetic way).

It is fairly common to came across Radios in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.

Radios may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the gameplay. There are also cases of Radios playing a role during Stealth performance.

Radios are related but different from Audio Logs. The latter usually present scattered and anachronical pieces of past testimonies, and serve distinctive purposes.

Examples

Considering that this is still a candidate pattern, we present more examples then usually, to better support the discussion.

Portal: Several radios, found along the way, play this 'peppy' instrumental version of a song that will have an important role, later in the game.
Far Cry 2: A Radio tuned in the local radio station is a common finding (Diegetic Music and some voiced pieces). There are even missions where the radio emission is central. The radio station is explicitly presented by a taxi driver in an initial Cut-Scene.
Silent Hill: In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby (Echolocation).
[show less examples...]
Dead to Rights: Retribution: The news contribute with a bit of Narrative.
Tom Clancy's Splinter Cell: Chaos Theory: In this case the radio emission competes for the attention during Stealth action. Radios can be turned off or destroyed.
Grand Theft Auto 4: The radio contributes in a naturalist manner with Music (Diegetic Music) that completes the Acoustic Ecology. Cars are also equipped with radio and it is possible to change station.
Commandos BCD: A radio-like device being used as a Sound Decoy.
Tomb Raider Legend: Lara is wearing a communicator (Helper Voice). The opponent is also using a walkie-talkie (Unaware NPC).
Half-Life 2: A Radio broadcasting information.

Additional Comments

Radio in Silent Hill, Silent Hill Wiki.
In Silent Hill: Homecoming (a newer installment in the series) the radio is actually a radio transceiver (walkie-talkie) [1].


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