Difference between revisions of "Diegetic Music"
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| name =Diegetic Music | | name =Diegetic Music | ||
| deckversion =1.0 | | deckversion =1.0 | ||
| − | | | + | | v10synopsis =Music happening in the game world |
| + | | v20synopsis =Music happening in the game world | ||
| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
| − | | | + | | v10frontface =DiegeticMusic-front-v10.png |
| − | | | + | | v10backface =DiegeticMusic-back-v10.png |
| + | | v20frontface =DiegeticMusic-front-v20.png | ||
| + | | v20backface =DiegeticMusic-back-v20.png | ||
| screenshots= | | screenshots= | ||
| − | | | + | | v10rel-tag1=Context:<br> |
| − | | | + | | v10rel1=[[Narrative]], [[Emotional Script]]<br> |
| − | | | + | | v10rel-tag2=May relate to:<br> |
| − | | | + | | v10rel2=[[Contextual Music]], [[Musical Outcome]]<br> |
| − | | | + | | v10rel-tag3=Makes use of:<br> |
| − | | | + | | v10rel3=[[Music]], [[Acoustic Ecology]]<br> |
| + | | v20rel-tag1=Context:<br> | ||
| + | | v20rel1=[[Narrative]], [[Emotional Script]]<br> | ||
| + | | v20rel-tag2=May relate to:<br> | ||
| + | | v20rel2=[[Contextual Music]], [[Musical Outcome]]<br> | ||
| + | | v20rel-tag3=May use:<br> | ||
| + | | v20rel3=[[Radio]]<br> | ||
| + | | v20rel-tag4=Makes use of:<br> | ||
| + | | v20rel4=[[Music]], [[Acoustic Ecology]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| + | | description= | ||
| + | [[Diegetic Music]] is the particular exploration of [[Music]] in which the player acknowledges that such music exists inside the game world. In that sense [[Diegetic Music]] can be directly explored as an element of the [[Narrative]]. | ||
| + | |||
| + | [[Diegetic Music]] may be the [[Musical Outcome]] of some designed game activity. It may also be the Music that characterizes a certain game context ([[Contextual Music]]). | ||
| + | |||
| + | The inherent integration of [[Diegetic Music]] in the game world holds the potential to make it fit naturally in the [[Acoustic Ecology]] of the game. | ||
| + | |||
| external= | | external= | ||
| − | + | Some definitions of "Diegetic" and "Diegesis": | |
| − | + | * http://www.answers.com/topic/diegesis | |
| − | + | * http://www.allwords.com/word-diegetic.html (senses 1. and 2.) | |
| + | | examples= | ||
| + | {{NoVideoTable | {{NoVideo|'''Silent Hill 2'''}} | | }} | ||
| + | | ex1=<mt p="DiegeticMusic" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}"> This game makes a extensive use of [[Diegetic Music]], with an unusual [[Aesthetics]], that highly contributes to the game's acoustic [[Signature]]. In this particular (and relevant) scene it is being performed live.</mt> | ||
| + | | ex2=<mt p="DiegeticMusic" g="GTA4" altg="Grand Theft Auto IV" w="{{R16by9W}}" h="{{R16by9H}}">When driving it is possible to choose the kind of [[Diegetic Music]] by changing the radio station in car's radio set.</mt> | ||
| + | | ex3=<mt p="DiegeticMusic" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}">In this particular scene, the player participates in the playing of a piece of [[Diegetic Music]]. This scene fits perfectly the mood and the moment in the [[Narrative]].</mt> | ||
| + | | ex4=<mt p="DiegeticMusic" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">A [[Radio]] tuned in the local radio station is a common finding.</mt> | ||
| + | | ex5=<mt p="DiegeticMusic" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt> | ||
| + | | ex6=<mt p="DiegeticMusic" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| + | | ex7=<mt p="DiegeticMusic" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
| + | | ex8=<mt p="Music" g="LocoRoco" w="{{R16by9W}}" h="{{R16by9H}}">The music is vocalized by the LocoRoco (we can see their mouths moving). In addition, the more the LocoRoco the more the number of voices.</mt> | ||
| + | | ex9=<mt p="Music" g="The Graveyard" w="{{ViPhoneW}}" h="{{ViPhoneH}}"></mt> | ||
| + | <!--| ex_=<mt p="DiegeticMusic" g="Silent Hill 2" h="200"></mt>--> | ||
}} | }} | ||
Latest revision as of 20:14, 24 August 2012
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| The card's front face | The card's back face |
Synopsis
| Music happening in the game world. |
Relationships
Context:
Narrative
, Emotional Script
.
May relate to:
Contextual Music
, Musical Outcome
.
May use:
Radio
.
Makes use of:
Music
, Acoustic Ecology
.
Description
Diegetic Music is the particular exploration of Music in which the player acknowledges that such music exists inside the game world. In that sense Diegetic Music can be directly explored as an element of the Narrative.
Diegetic Music may be the Musical Outcome of some designed game activity. It may also be the Music that characterizes a certain game context (Contextual Music).
The inherent integration of Diegetic Music in the game world holds the potential to make it fit naturally in the Acoustic Ecology of the game.
Examples
| Silent Hill 2 |
![]() ![]() BioShock: This game makes a extensive use of Diegetic Music, with an unusual Aesthetics, that highly contributes to the game's acoustic Signature. In this particular (and relevant) scene it is being performed live.
|
![]() ![]() Heavy Rain: In this particular scene, the player participates in the playing of a piece of Diegetic Music. This scene fits perfectly the mood and the moment in the Narrative.
|
![]() ![]() |
External Resources
Some definitions of "Diegetic" and "Diegesis":
- http://www.answers.com/topic/diegesis
- http://www.allwords.com/word-diegetic.html (senses 1. and 2.)









