Difference between revisions of "Random Card"
From SoundInGames.com - Sound Design in Games
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<css>.firstHeading {display:none;}</css><css>.contentSub {display:none;}</css><css>.thumbinner {margin-top:16px;margin-bottom:50px;border:5px solid blue;}</css> | <css>.firstHeading {display:none;}</css><css>.contentSub {display:none;}</css><css>.thumbinner {margin-top:16px;margin-bottom:50px;border:5px solid blue;}</css> | ||
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Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | ||
<RandomArea count=1 nsprefix="" include=""> | <RandomArea count=1 nsprefix="" include=""> | ||
| − | {{TitleAndCard | Achievement}} | + | {{TitleAndCard|Achievement}} |
{{TitleAndCard|Acoustic Ecology}} | {{TitleAndCard|Acoustic Ecology}} | ||
{{TitleAndCard|Address Others}} | {{TitleAndCard|Address Others}} | ||
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{{TitleAndCard|Ambiance}} | {{TitleAndCard|Ambiance}} | ||
{{TitleAndCard|Anticipation}} | {{TitleAndCard|Anticipation}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Recordings}} |
{{TitleAndCard|Awareness}} | {{TitleAndCard|Awareness}} | ||
{{TitleAndCard|Beacon Locator}} | {{TitleAndCard|Beacon Locator}} | ||
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{{TitleAndCard|Consequent Sound}} | {{TitleAndCard|Consequent Sound}} | ||
{{TitleAndCard|Contextual Music}} | {{TitleAndCard|Contextual Music}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Cutscenes}} |
{{TitleAndCard|Death}} | {{TitleAndCard|Death}} | ||
{{TitleAndCard|Decay}} | {{TitleAndCard|Decay}} | ||
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{{TitleAndCard|Foley Music}} | {{TitleAndCard|Foley Music}} | ||
{{TitleAndCard|Footsteps}} | {{TitleAndCard|Footsteps}} | ||
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{{TitleAndCard|Grunts}} | {{TitleAndCard|Grunts}} | ||
{{TitleAndCard|Heartbeat}} | {{TitleAndCard|Heartbeat}} | ||
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{{TitleAndCard|Music}} | {{TitleAndCard|Music}} | ||
{{TitleAndCard|Musical Outcome}} | {{TitleAndCard|Musical Outcome}} | ||
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{{TitleAndCard|Narrative}} | {{TitleAndCard|Narrative}} | ||
{{TitleAndCard|Narrator}} | {{TitleAndCard|Narrator}} | ||
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{{TitleAndCard|Ouch!}} | {{TitleAndCard|Ouch!}} | ||
{{TitleAndCard|Pitch Gameplay}} | {{TitleAndCard|Pitch Gameplay}} | ||
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| − | |||
{{TitleAndCard|Radio}} | {{TitleAndCard|Radio}} | ||
| + | {{TitleAndCard|R-A-E-D Iterations}} | ||
{{TitleAndCard|Relaxation}} | {{TitleAndCard|Relaxation}} | ||
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{{TitleAndCard|Revelation}} | {{TitleAndCard|Revelation}} | ||
{{TitleAndCard|Rhythm Gameplay}} | {{TitleAndCard|Rhythm Gameplay}} | ||
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{{TitleAndCard|Sound Effects}} | {{TitleAndCard|Sound Effects}} | ||
{{TitleAndCard|Sound Input}} | {{TitleAndCard|Sound Input}} | ||
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| − | |||
{{TitleAndCard|Sound Suppressing}} | {{TitleAndCard|Sound Suppressing}} | ||
{{TitleAndCard|Sound Visualization}} | {{TitleAndCard|Sound Visualization}} | ||
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{{TitleAndCard|Suspicious NPC}} | {{TitleAndCard|Suspicious NPC}} | ||
{{TitleAndCard|Thoughts}} | {{TitleAndCard|Thoughts}} | ||
| + | {{TitleAndCard|Time Twist}} | ||
{{TitleAndCard|Title Screens}} | {{TitleAndCard|Title Screens}} | ||
{{TitleAndCard|Trance}} | {{TitleAndCard|Trance}} | ||
| − | |||
{{TitleAndCard|Unaware NPC}} | {{TitleAndCard|Unaware NPC}} | ||
| + | {{TitleAndCard|Variety}} | ||
{{TitleAndCard|Voice Acting}} | {{TitleAndCard|Voice Acting}} | ||
| − | |||
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{{TitleAndCard|Window of Opportunity}} | {{TitleAndCard|Window of Opportunity}} | ||
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</RandomArea> | </RandomArea> | ||
Latest revision as of 14:47, 7 December 2011
Random Card
Refresh this page or choose 'Random Card' (here or in the left sidebar) for another random card.
Address Others
| |
| |
| The card's front face | The card's back face |
Synopsis
| Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound
.
May imply:
Sound Input
.
Often uses:
Dialogue
, Foley
.
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, singing and playing (e.g., Sing to Act), whistling, and car honking. Motivations may relate to the gameplay, or simply be part of the exploratory dimension of the experience.
Examples
![]() ![]() Assassin's Creed 2: Ezio addressing hired people either using Dialogue or by whistling, with semantics equivalent to "stay" and "come".
|
![]() ![]() Uncharted 2: Among Thieves: Nathan can exchange compliments with the villagers or even pet a yak, using Dialogue.
|
![]() ![]() |
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