Difference between revisions of "Address Others"
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| name =Address Others | | name =Address Others | ||
| deckversion =1.0 | | deckversion =1.0 | ||
− | | | + | | v10synopsis =Enabling the PC to use sound to address NPCs |
+ | | v20synopsis =Enabling the PC to use sound to address NPCs | ||
| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
− | | | + | | v10frontface =AddressOthers-front-v10.png |
− | | | + | | v10backface =AddressOthers-back-v10.png |
+ | | v20frontface =AddressOthers-front-v20.png | ||
+ | | v20backface =AddressOthers-back-v20.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Context:<br> |
− | | | + | | v10rel1=[[Consequent Sound]], [[Make Sound not War]]<br> |
− | | | + | | v10rel-tag2=May imply:<br> |
− | | | + | | v10rel2=[[Sound Input]]<br> |
− | | | + | | v10rel-tag3=Often uses:<br> |
− | | | + | | v10rel3=[[Dialogue]], [[Foley]]<br> |
+ | | v20rel-tag1=Context:<br> | ||
+ | | v20rel1=[[Consequent Sound]]<br> | ||
+ | | v20rel-tag2=May imply:<br> | ||
+ | | v20rel2=[[Sound Input]]<br> | ||
+ | | v20rel-tag3=Often uses:<br> | ||
+ | | v20rel3=[[Dialogue]], [[Foley]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
+ | | description= | ||
+ | |||
+ | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], singing and playing (e.g., [[Sing to Act]]), whistling, and car honking. Motivations may relate to the gameplay, or simply be part of the exploratory dimension of the experience. | ||
+ | |||
| examples= | | examples= | ||
− | | ex1=<mt p=" | + | | ex1=<mt p="AddressOthers" g="AssassinsCreed2" altg="Assassin's Creed 2" w="{{R16by9W}}" h="{{R16by9H}}">Ezio addressing hired people either using [[Dialogue]] or by whistling, with semantics equivalent to "stay" and "come". </mt> |
− | | ex2=<mt p=" | + | | ex2=<mt p="AddressOthers" g="Uncharted 2" altg="Uncharted 2: Among Thieves" w="{{R16by9W}}" h="{{R16by9H}}">Nathan can exchange compliments with the villagers or even pet a yak, using [[Dialogue]].</mt> |
− | | ex3=<mt p=" | + | | ex3=<mt p="AddressOthers" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}">Ico calling Yorda is a [[Signature]] of this game. It has high impact in the [[Emotional Script]].</mt> |
− | | ex4=<mt p=" | + | | ex4=<mt p="AddressOthers" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">Ethan calling his son while seeking for him in the middle of the crowd in a shopping centre.</mt> |
− | | ex5=<mt p=" | + | | ex5=<mt p="AddressOthers" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}" i=3>John calling for a horse. He can also address people, in which case they exchange some compliment.</mt> |
− | | ex6=<mt p=" | + | | ex6=<mt p="AddressOthers" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}">When performing the mating call, other members of the same species answer back, which allows locating the nest.</mt> |
− | | ex7=<mt p=" | + | | ex7=<mt p="AddressOthers" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}">Jack asking his sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes, Shadow's contributions are instrumental to success.</mt> |
− | | ex8=<mt p=" | + | | ex8=<mt p="AddressOthers" g="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}">Wander is able to call his horse Agro. The call is adapted to the distance between them.</mt> |
+ | | ex9=<mt p="AddressOthers" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">Saria can be remotely contacted by playing her song in the ocarina.</mt> | ||
+ | | ex10=<mt p="AddressOthers" g="GTA4" altg="Grand Theft Auto IV" i=2 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | {{NoVideoTable |{{NoVideo|'''Endless Ocean: Blue World:''' The sea whistle can be used to call animal partners. Yet it also makes some other creatures to react ([[Consequent Sound]]). }}||}} | ||
}} | }} |
Latest revision as of 20:06, 24 August 2012
The card's front face | The card's back face |
Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound .
May imply:
Sound Input .
Often uses:
Dialogue , Foley .
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, singing and playing (e.g., Sing to Act), whistling, and car honking. Motivations may relate to the gameplay, or simply be part of the exploratory dimension of the experience.
Examples
|