Difference between revisions of "Gameplay"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
 
(6 intermediate revisions by the same user not shown)
Line 24: Line 24:
 
| v20rel1=[[Sound Places#v10]], [[Genre#v10]], [[Narrative]], [[Emotional Script]], [[Trance]]<br>
 
| v20rel1=[[Sound Places#v10]], [[Genre#v10]], [[Narrative]], [[Emotional Script]], [[Trance]]<br>
 
| v20rel-tag2=Peers:<br>
 
| v20rel-tag2=Peers:<br>
| v20rel2=[[Title Screens]], [[Menus]], [[Cut-Scenes#v10]]<br>
+
| v20rel2=[[Title Screens]], [[Menus]], [[Cutscenes]]<br>
 
| v20rel-tag3=May Include:<br>
 
| v20rel-tag3=May Include:<br>
 
| v20rel3=[[Consequent Sound]], [[Awareness]], [[R-A-E-D Iterations]], [[Musical Outcome]]<br>
 
| v20rel3=[[Consequent Sound]], [[Awareness]], [[R-A-E-D Iterations]], [[Musical Outcome]]<br>
Line 34: Line 34:
 
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="Gameplay" g="GTA4" altg="Grand Theft Auto 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex1=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Gameplay" g="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="SoundSuppressing" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Equipping a silencer in a gun.</mt>
 +
| 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>
 +
| RevisionsInNameOrDeprecation=
 +
Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).
 
}}
 
}}

Latest revision as of 23:16, 24 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

Synopsis

Sound relevant for the game mechanics.

Relationships

Contexts:
Sound Places , Genre , Narrative , Emotional Script , Trance .
Peers:
Title Screens , Menus , Cutscenes .
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

Deadly Premonition:
The Legend of Zelda: Ocarina of Time:
Metal Gear Solid 4: Equipping a silencer in a gun.
[show less examples...]
SingStar Vol.3:
Grand Theft Auto IV:
Dead to Rights: Retribution:

Revisions

Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).


Gameplay-front-v10.pngGameplay-back-v10.png