Difference between revisions of "Gameplay"
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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). | ||
| examples= | | examples= | ||
− | | ex1=<mt p=" | + | | ex1=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
| ex2=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | | ex2=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
− | | ex3=<mt p=" | + | | ex3=<mt p="SoundSuppressing" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Equipping a (bought) silencer in a gun.</mt> |
− | | ex4=<mt p=" | + | | ex4=<mt p="PitchGameplay" g="SingStar" altg="SingStar Vol.3" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
+ | | ex5=<mt p="Consequent Sound" g="GTA4" altg="Grand Theft Auto IV" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex6=<mt p="Stealth" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
}} | }} |
Revision as of 21:47, 20 August 2012
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
Contents
Synopsis
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 call for:
Sound Input , Helper Voice .
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