Difference between revisions of "Dialogue"
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| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
− | | | + | | v10frontface =Dialogue-front-v10.png |
− | | | + | | v10backface =Dialogue-back-v10.png |
+ | | v20frontface =Dialogue-front-v20.png | ||
+ | | v20backface =Dialogue-back-v20.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Many contexts, including:<br> |
− | | | + | | v10rel1=[[Sound Layers and Semantics]], [[Narrative]], [[Emotional Script]], [[Character Soundprint]], [[Seeking for PC]], [[Chitchat]], [[Audio Logs]], [[...]]<br> |
− | | | + | | v10rel-tag2=Peers:<br> |
− | | | + | | v10rel2=[[Ambiance]], [[Foley]], [[Sound Effects]], [[Music]]<br> |
− | | | + | | v10rel-tag3=Calls for:<br> |
− | | | + | | v10rel3=[[Requisite Variety]], [[Acoustic Ecology]]<br> |
− | | | + | | v10rel-tag4=May call for:<br> |
− | | | + | | v10rel4=[[Subtitles and Captions]]<br> |
+ | | v20rel-tag1=Many contexts, including:<br> | ||
+ | | v20rel1=[[Narrative]], [[Emotional Script]], [[Character Soundprint]], [[Narrator]], [[Thoughts]], [[Helper Voice]], [[Recordings]], [[Chitchat]], [[Seeking for PC]], [[...]]<br> | ||
+ | | v20rel-tag2=Relates to:<br> | ||
+ | | v20rel2=[[Acoustic Ecology]]<br> | ||
+ | | v20rel-tag3=Calls for:<br> | ||
+ | | v20rel3=[[Variety]]<br> | ||
+ | | v20rel-tag4=May call for:<br> | ||
+ | | v20rel4=[[Subtitles and Captions]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
|description= | |description= | ||
− | [[Dialogue]] consists all forms of discourse presented along the game. | + | [[Dialogue]] consists of all forms of discourse presented along the game. |
− | [[Dialogue]] is instrumental in communicating the story ([[Narrative]], and e.g. [[ | + | [[Dialogue]] is instrumental in communicating the story ([[Narrative]], and e.g., [[Recordings]]), aspects of the gameplay, what the characters think (e.g., [[Thoughts]]), their state of mind (e.g., [[Unaware NPC]], [[Suspicious NPC]], [[Seeking for PC]]), and their feelings (other messages contributing to the [[Emotional Script]]). |
[[Dialogue]] is usually associated to characters – and it can even constitute an important element of their [[Character Soundprint]] – but it can also come from other sources, as in some cases of [[Narrator]] and [[Helper Voice]]. | [[Dialogue]] is usually associated to characters – and it can even constitute an important element of their [[Character Soundprint]] – but it can also come from other sources, as in some cases of [[Narrator]] and [[Helper Voice]]. | ||
Line 26: | Line 36: | ||
[[Dialogue]] can be implemented through actual [[Voice Acting]] (and possibly [[Dubbing]]). Yet, there are noticeable cases in which designers decided ''not'' to have actual voicing and opted to have [[Subtitles and Captions]] instead. [[Subtitles and Captions]] may also be pertinent when considering that not all players may be familiar with the language(s) used, and also the ear impaired. | [[Dialogue]] can be implemented through actual [[Voice Acting]] (and possibly [[Dubbing]]). Yet, there are noticeable cases in which designers decided ''not'' to have actual voicing and opted to have [[Subtitles and Captions]] instead. [[Subtitles and Captions]] may also be pertinent when considering that not all players may be familiar with the language(s) used, and also the ear impaired. | ||
− | [[Dialogue]] may also be used as instrument to enrich and confer more | + | [[Dialogue]] may also be used as an instrument to enrich and confer more aliveness to an [[Acoustic Ecology]], for instance by "allowing" NPC to talk to each other (e.g., [[Chitchat]]) or by giving voice to a crowd. |
One aspect that tends to be more noticed in [[Dialogue]] than in other [[Sound Layers]] ([[Foley]], [[Sound Effects]], [[Ambiance]], and [[Music]]) is the need for [[Variety]], most probably because repetition is perceived as less plausible in this case. | One aspect that tends to be more noticed in [[Dialogue]] than in other [[Sound Layers]] ([[Foley]], [[Sound Effects]], [[Ambiance]], and [[Music]]) is the need for [[Variety]], most probably because repetition is perceived as less plausible in this case. | ||
| examples= | | examples= | ||
− | | ex1=<mt p="Dialogue" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}">In this game | + | | ex1=<mt p="Dialogue" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}" i=3></mt> |
− | | | + | | ex2=<mt p="Dialogue" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}">In this game [[Dialogue]] adds a lot to the experience, not only by the contents of the discourse but also by the intonations and general [[Aesthetics]] of the conversations.</mt> |
− | | | + | | ex3=<mt p="Dialogue" g="Oblivion" altg="The Elder Scrolls IV: Oblivion" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
− | | | + | | ex4=<mt p="Dialogue" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">This scene includes disparate explorations of [[Dialogue]]. For instance some of the action is experienced exclusively through the discourse, with no visual support.</mt> |
− | | | + | | ex5=<mt p="Dialogue" g="Portal" w="{{R16by9W}}" h="{{R16by9H}}" i=2></mt> |
− | | | + | | ex6=<mt p="Dialogue" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt> |
− | | | + | | ex7=<mt p="Dialogue" g="Little Big Planet" altg="LittleBigPlanet" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
− | | | + | | ex8=<mt p="Dialogue" g="Katamari" altg="Katamari Forever" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
− | | ex8=<mt p="Dialogue" g="Patapon" i=2 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | + | | ex9=<mt p="Dialogue" g="Gadget" altg="iGadget" w="{{ViPhoneH}}" h="{{ViPhoneW}}">"No Dialogue" as a design option (no sound in Dialogue, that is). All conversations are mute and their contents are graphically presented through subtitles.</mt> |
− | | | + | | ex10=<mt p="Dialogue" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> |
+ | | ex11=<mt p="Dialogue" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex12=<mt p="Dialogue" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex13=<mt p="Dialogue" g="GTA4" altg="Grand Theft Auto IV" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | |||
+ | <!--| ex8=<mt p="Dialogue" g="Patapon" i=2 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex7=<mt p="Dialogue" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>--> | ||
}} | }} |
Latest revision as of 19:32, 24 August 2012
The card's front face | The card's back face |
Contents
Synopsis
All kinds of conversation. |
Relationships
Many contexts, including:
Narrative , Emotional Script , Character Soundprint , Narrator , Thoughts , Helper Voice , Recordings , Chitchat , Seeking for PC , ....
Relates to:
Acoustic Ecology .
Calls for:
Variety .
May call for:
Subtitles and Captions .
Description
Dialogue consists of all forms of discourse presented along the game.
Dialogue is instrumental in communicating the story (Narrative, and e.g., Recordings), aspects of the gameplay, what the characters think (e.g., Thoughts), their state of mind (e.g., Unaware NPC, Suspicious NPC, Seeking for PC), and their feelings (other messages contributing to the Emotional Script).
Dialogue is usually associated to characters – and it can even constitute an important element of their Character Soundprint – but it can also come from other sources, as in some cases of Narrator and Helper Voice.
Dialogue can be implemented through actual Voice Acting (and possibly Dubbing). Yet, there are noticeable cases in which designers decided not to have actual voicing and opted to have Subtitles and Captions instead. Subtitles and Captions may also be pertinent when considering that not all players may be familiar with the language(s) used, and also the ear impaired.
Dialogue may also be used as an instrument to enrich and confer more aliveness to an Acoustic Ecology, for instance by "allowing" NPC to talk to each other (e.g., Chitchat) or by giving voice to a crowd.
One aspect that tends to be more noticed in Dialogue than in other Sound Layers (Foley, Sound Effects, Ambiance, and Music) is the need for Variety, most probably because repetition is perceived as less plausible in this case.
Examples