Difference between revisions of "Narrative"

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[[Narrative]] is mostly conveyed through [[Dialogue]]. Yet it may reach the player/PC through a combination of different explorations which include a [[Narrator]], [[Cutscenes]], scattered and collectible [[Recordings]], [[Radio|Radios]],  conversations with NPC during gameplay ([[Dialogue]]), or even by [[Eavesdropping]] NPC.
 
[[Narrative]] is mostly conveyed through [[Dialogue]]. Yet it may reach the player/PC through a combination of different explorations which include a [[Narrator]], [[Cutscenes]], scattered and collectible [[Recordings]], [[Radio|Radios]],  conversations with NPC during gameplay ([[Dialogue]]), or even by [[Eavesdropping]] NPC.
 
| examples=
 
| examples=
| ex1=<mt p="Narrative" g="Demons Souls" altg="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex1=<mt p="Narrative" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Narrative" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex2=<mt p="Narrative" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt>
| ex3=<mt p="Narrative" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex3=<mt p="Narrative" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex4=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
+
| ex4=<mt p="Narrative" g="Aquaria" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex5=<mt p="Narrative" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex5=<mt p="Narrative" g="Demons Souls" altg="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex6=<mt p="Narrative" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt>
+
| ex6=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
| ex7=<mt p="SoundVisualization" g="Ecco" altg="Ecco the Dolphin" w="{{RPS2W}}" h="{{RPS2H}}">The PC addresses the NPC ([[Address Others]]) so that they tell pieces of the story (and other information).</mt>
+
| ex7=<mt p="Narrative" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 +
| ex8=<mt p="Narrative" g="Ecco" altg="Ecco the Dolphin" w="{{RPS2W}}" h="{{RPS2H}}">The PC addresses the NPC ([[Address Others]]) so that they tell pieces of the story (and other information).</mt>
 
}}
 
}}

Revision as of 17:31, 21 December 2011

Front face Back face
The card's front face The card's back face

Synopsis

The contributions of sound to unfold the game's story.

Relationships

Relates to:
Emotional Script .
May use many, including:
Dialogue , Cutscenes , Narrator , Thoughts , Recordings , Radio , Eavesdropping , Contextual Music , Levelled Performance .

Description

Narrative is mostly conveyed through Dialogue. Yet it may reach the player/PC through a combination of different explorations which include a Narrator, Cutscenes, scattered and collectible Recordings, Radios, conversations with NPC during gameplay (Dialogue), or even by Eavesdropping NPC.

Examples

Flower:
Silent Hill:
Bioshock:
[show less examples...]
Aquaria:
Demon's Souls:
Tom Clancy's Splinter Cell: Chaos Theory:
Papa Sangre:
Ecco the Dolphin: The PC addresses the NPC (Address Others) so that they tell pieces of the story (and other information).



FakeX-front-v10.pngFakeX-back-v10.png