Difference between revisions of "Hurry Up!"

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(The page for the sound design pattern/card named Hurry Up!)
 
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| name =Hurry Up!
 
| name =Hurry Up!
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =Contributing for the sense of urge in completing something
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| v10synopsis =Contributing for the sense of urge in completing something
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| v20synopsis =Contributing for the sense of urge in completing something
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =HurryUp-front-v10.png
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| v10frontface =HurryUp-front-v10.png
| backface =HurryUp-back-v10.png
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| v10backface =HurryUp-back-v10.png
 +
| v20frontface =HurryUp-front-v20.png
 +
| v20backface =HurryUp-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Context:<br>
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| v10rel-tag1=Context:<br>
| rel1=[[Emotional Script]], [[Awareness]], [[Window of opportunity]]<br>
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| v10rel1=[[Emotional Script]], [[Awareness]], [[Window of Opportunity]]<br>
| rel-tag2=May relate to:<br>
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| v10rel-tag2=May relate to:<br>
| rel2=[[Imminent Death]]<br>
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| v10rel2=[[Imminent Death]]<br>
| rel-tag3=Often uses:<br>
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| v10rel-tag3=Often uses:<br>
| rel3=[[Special Effects]], [[Music]], [[Entrainment]]<br>
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| v10rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
 +
| v20rel-tag1=Context:<br>
 +
| v20rel1=[[Emotional Script]], [[Awareness]], [[Window of Opportunity]]<br>
 +
| v20rel-tag2=May relate to:<br>
 +
| v20rel2=[[Imminent Death]]<br>
 +
| v20rel-tag3=Often uses:<br>
 +
| v20rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 +
| description =
 +
The urge to complete some goal is usually supported by sound. Considering that time is the dimension that needs to be emphasized in these scenarios, common solutions involve augmenting the perception of time ticking or accelerating some sort of pulse, in a tentative to induce arousal through [[Entrainment]]. Intense and accelerated Music is also a common ingredient. [[Hurry Up|Hurry Up!]] should contribute to the [[Emotional Script]].<br>
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[[Hurry Up|Hurry Up!]] is closely related to [[Window of Opportunity]] in the sense that they both call for urgent acting. Yet they fit different gameplay situations. Whilst a [[Window of Opportunity]] may or may not be explored (it may even concur with a major goal), the case in [[Hurry Up|Hurry Up!]] implies timely completing the goal to succeed.<br>
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It is common that the pulses used during [[Hurry Up|Hurry Up!]] to elicit the sense of urge through [[Entrainment]] resemble the [[Heartbeat]].<br>
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 +
 +
| examples=
 +
{{NoVideo | '''Far Cry 2:'''  [[Hurry Up|Hurry Up!]] is found in association with [[Imminent Death]]. When facing such situation, the PC has a limited amount of time to perform some self-healing action. In this case the [[Heartbeat]] (along with visual cues) is used to signal the emergency.}}
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| ex1=<mt p="HurryUp" g="Katamari" altg="Katamari Forever" w="{{R16by9W}}" h="{{R16by9H}}">Quests are explicitly time based and consist of collecting as much items as possible. When closer to the given time an alarm-like [[Sound Effects|Sound Effect]] augments the [[Awareness]] for the pertinence of making the best out of the remaining time.</mt>
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| ex2=<mt p="HurryUp" g="Assassins Creed 2" altg="Assassin's Creed 2" w="{{R16by9W}}" h="{{R16by9H}}">Ezio has to activate a lever to open a remote door through which he will have to pass in order to proceed. The fact that a ticking sound starts to be heard is easily recognizable as an indicator that that door will be open only for a limited amount of time.</mt>
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| ex3=<mt p="HurryUp" g="Tomb Raider Underworld" i=2 w="{{R16by9W}}" h="{{R16by9H}}">The astonishing [[Foley]] of the scenario falling apart, a very loud alarm, the [[Dialogue]] from a repeating voiced message, and a overwhelming [[Music]], are elements of a composition that leads the player to urge to the exit. Interestingly enough, {{Spoiler| this is not an actual time dependent quest [pending: double check this]; that is to say, nothing would happen if the player did not urge – which even puts more merit on sound design, that provides such illusion}}.</mt>
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| ex4=<mt p="Heartbeat" g="Buzz" altg="Buzz! Brain of the World" w="{{R16by9W}}" h="{{R16by9H}}"> Timed answers are signalled by an [[Heartbeat]] with increasing beating.</mt>
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<!--| exX=<mt p="HurryUp" g="PinballFx" altg="Pinball FX" w="{{R16by9W}}" h="{{R16by9H}}"></mt>-->
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<!--| exX=<mt p="HurryUp" g="Shadow Of The Colossus" altg="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
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On a second though no... Other wise many other explorations might fit here, also-->
 
}}
 
}}

Latest revision as of 15:12, 18 July 2012

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

Synopsis

Contributing for the sense of urge in completing something.

Relationships

Context:
Emotional Script , Awareness , Window of Opportunity .
May relate to:
Imminent Death .
Often uses:
Sound Effects , Music , Entrainment .

Description

The urge to complete some goal is usually supported by sound. Considering that time is the dimension that needs to be emphasized in these scenarios, common solutions involve augmenting the perception of time ticking or accelerating some sort of pulse, in a tentative to induce arousal through Entrainment. Intense and accelerated Music is also a common ingredient. Hurry Up! should contribute to the Emotional Script.

Hurry Up! is closely related to Window of Opportunity in the sense that they both call for urgent acting. Yet they fit different gameplay situations. Whilst a Window of Opportunity may or may not be explored (it may even concur with a major goal), the case in Hurry Up! implies timely completing the goal to succeed.

It is common that the pulses used during Hurry Up! to elicit the sense of urge through Entrainment resemble the Heartbeat.

Examples

Far Cry 2: Hurry Up! is found in association with Imminent Death. When facing such situation, the PC has a limited amount of time to perform some self-healing action. In this case the Heartbeat (along with visual cues) is used to signal the emergency.
Katamari Forever: Quests are explicitly time based and consist of collecting as much items as possible. When closer to the given time an alarm-like Sound Effect augments the Awareness for the pertinence of making the best out of the remaining time.
Assassin's Creed 2: Ezio has to activate a lever to open a remote door through which he will have to pass in order to proceed. The fact that a ticking sound starts to be heard is easily recognizable as an indicator that that door will be open only for a limited amount of time.
Tomb Raider Underworld: The astonishing Foley of the scenario falling apart, a very loud alarm, the Dialogue from a repeating voiced message, and a overwhelming Music, are elements of a composition that leads the player to urge to the exit. Interestingly enough, [SHOW SPOILER].
[show less examples...]
Buzz! Brain of the World: Timed answers are signalled by an Heartbeat with increasing beating.



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