Difference between revisions of "Gameplay"

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Introduced in version 1.0<br />
 
Introduced in version 1.0<br />
Synopsis changed in version 2.0<br />
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Synopsis updated in version 2.0<br />
 
Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).
 
Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).
 
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Revision as of 00:59, 30 December 2011

The card's front face The card's back face

This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0

Synopsis

All kinds of sound happening and being performed during gameplay Sound relevant for the game mechanics.

Relationships

Contexts:
Sound Places , Genre , Narrative , Emotional Script , Trance .
Peers:
Title Screens , Menus , Cut-Scenes .
May Include:
Consequent Sound , Awareness , R-A-E-D Iterations , Musical Outcome .
May need:
Sound Input .

Description

This is an aggregator design pattern referring to all sound explorations occurring during the moments of actual play, including both the sounds that emanate from the game world and those that might be performed, possibly through Sound Input, with the purpose of interacting with that world and its inhabitants (Consequent Sound).

Examples

Grand Theft Auto 4:
Ocarina Of Time:
[show less examples...]



Gameplay-front-v10.pngGameplay-back-v10.png