Difference between revisions of "Random Card"

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{{DISPLAYTITLE:title}}
 
 
__NOCACHE__
 
__NOCACHE__
 
<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}}
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{{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|Audio Logs}}
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{{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|Cut-Scenes}}
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{{TitleAndCard|Cutscenes}}
 
{{TitleAndCard|Death}}
 
{{TitleAndCard|Death}}
 
{{TitleAndCard|Decay}}
 
{{TitleAndCard|Decay}}
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{{TitleAndCard|Foley Music}}
 
{{TitleAndCard|Foley Music}}
 
{{TitleAndCard|Footsteps}}
 
{{TitleAndCard|Footsteps}}
{{TitleAndCard|Gameplay}}
 
{{TitleAndCard|Genre}}
 
 
{{TitleAndCard|Grunts}}
 
{{TitleAndCard|Grunts}}
 
{{TitleAndCard|Heartbeat}}
 
{{TitleAndCard|Heartbeat}}
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{{TitleAndCard|Music}}
 
{{TitleAndCard|Music}}
 
{{TitleAndCard|Musical Outcome}}
 
{{TitleAndCard|Musical Outcome}}
{{TitleAndCard|Musicality}}
 
 
{{TitleAndCard|Narrative}}
 
{{TitleAndCard|Narrative}}
 
{{TitleAndCard|Narrator}}
 
{{TitleAndCard|Narrator}}
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{{TitleAndCard|Ouch!}}
 
{{TitleAndCard|Ouch!}}
 
{{TitleAndCard|Pitch Gameplay}}
 
{{TitleAndCard|Pitch Gameplay}}
{{TitleAndCard|Play the Beat}}
 
{{TitleAndCard|R-A-E-D Iterations}}
 
 
{{TitleAndCard|Radio}}
 
{{TitleAndCard|Radio}}
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{{TitleAndCard|R-A-E-D Iterations}}
 
{{TitleAndCard|Relaxation}}
 
{{TitleAndCard|Relaxation}}
{{TitleAndCard|Requisite Variety}}
 
 
{{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}}
{{TitleAndCard|Sound Layers and Semantics}}
 
{{TitleAndCard|Sound Places}}
 
 
{{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}}
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{{TitleAndCard|Time Twist}}
 
{{TitleAndCard|Title Screens}}
 
{{TitleAndCard|Title Screens}}
 
{{TitleAndCard|Trance}}
 
{{TitleAndCard|Trance}}
{{TitleAndCard|Uh-uh}}
 
 
{{TitleAndCard|Unaware NPC}}
 
{{TitleAndCard|Unaware NPC}}
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{{TitleAndCard|Variety}}
 
{{TitleAndCard|Voice Acting}}
 
{{TitleAndCard|Voice Acting}}
{{TitleAndCard|Whistling}}
 
{{TitleAndCard|Whistling and Humming}}
 
 
{{TitleAndCard|Window of Opportunity}}
 
{{TitleAndCard|Window of Opportunity}}
{{TitleAndCard|Yell to Survive}}
 
 
</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

Front face Back face
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.
Ico: Ico calling Yorda is a Signature of this game. It has high impact in the Emotional Script.
[show less examples...]
Heavy Rain: Ethan calling his son while seeking for him in the middle of the crowd in a shopping centre.
Red Dead Redemption: John calling for a horse. He can also address people, in which case they exchange some compliment.
Spore: When performing the mating call, other members of the same species answer back, which allows locating the nest.
Dead to Rights: Retribution: Jack asking his sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes, Shadow's contributions are instrumental to success.
Shadow of the Colossus: Wander is able to call his horse Agro. The call is adapted to the distance between them.
The Legend of Zelda: Ocarina of Time: Saria can be remotely contacted by playing her song in the ocarina.
Grand Theft Auto IV:
Endless Ocean: Blue World: The sea whistle can be used to call animal partners. Yet it also makes some other creatures to react (Consequent Sound).



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