Difference between revisions of "Footsteps"

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{{Card
 
{{Card
| name =Hurry Up!
+
| name =Footsteps
 
| deckversion =1.0
 
| deckversion =1.0
| v10synopsis =Contributing for the sense of urge in completing something
+
| v10synopsis =The sound of footsteps (extensible to any kind of being)
| v20synopsis =Contributing for the sense of urge in completing something
+
| v20synopsis =The sound of footsteps (extensible to any kind of being)
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| v10frontface =HurryUp-front-v10.png
+
| v10frontface =Footsteps-front-v10.png
| v10backface =HurryUp-back-v10.png
+
| v10backface =Footsteps-back-v10.png
| v20frontface =HurryUp-front-v20.png
+
| v20frontface =Footsteps-front-v20.png
| v20backface =HurryUp-back-v20.png
+
| v20backface =Footsteps-back-v20.png
 
| screenshots=
 
| screenshots=
| v10rel-tag1=Context:<br>
+
| v10rel-tag1=Contexts:<br>
| v10rel1=[[Emotional Script]], [[Awareness]], [[Window of Opportunity]]<br>
+
| v10rel1=[[Character Soundprint]], [[Awareness]], [[Signature]], [[Emotional Script]], [[Stealth]], [[Narrative]], [[Entrainment]]<br>
 
| v10rel-tag2=May relate to:<br>
 
| v10rel-tag2=May relate to:<br>
| v10rel2=[[Imminent Death]]<br>
+
| v10rel2=[[Breath]], [[Grunts]]<br>
| v10rel-tag3=Often uses:<br>
+
| v10rel-tag3=Makes use of:<br>
| v10rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
+
| v10rel3=[[Foley]]<br>
| v20rel-tag1=Context:<br>
+
| v20rel-tag1=Contexts:<br>
| v20rel1=[[Emotional Script]], [[Awareness]], [[Window of Opportunity]]<br>
+
| v20rel1=[[Character Soundprint]], [[Awareness]], [[Signature]], [[Emotional Script]], [[Stealth]], [[Entrainment]]<br>
| v20rel-tag2=May relate to:<br>
+
| v20rel-tag2=May Relate to:<br>
| v20rel2=[[Imminent Death]]<br>
+
| v20rel2=[[Breath]], [[Grunts]]<br>
| v20rel-tag3=Often uses:<br>
+
| v20rel-tag3=Makes use of:<br>
| v20rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
+
| v20rel3=[[Foley]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
| description =  
+
| description=
The urge to complete some goal is usually supported by sound. Considering that time is the dimension that needs to be emphasized in these scenarios, common solutions involve augmenting the perception of time ticking or accelerating some sort of pulse, in a tentative to induce arousal through [[Entrainment]]. Intense and accelerated Music is also a common ingredient. [[Hurry Up|Hurry Up!]] should contribute to the [[Emotional Script]].
+
[[Footsteps]] are among the most used patterns in sound design. They are a form of [[Foley]] that seems elemental and effective as an instrument to implement the [[Character Soundprint|Character’s Soundprint]] and in providing [[Awareness]] for the movement of both PC and NPC. They can also be used as a tool for the [[Emotional Script]] and become part of the [[Signature]] of a game.
[[Hurry Up|Hurry Up!]] is closely related to [[Window of Opportunity]] in the sense that they both call for urgent acting. Yet they fit different gameplay situations. Whilst a [[Window of Opportunity]] may or may not be explored (it may even concur with a major goal), the case in [[Hurry Up|Hurry Up!]] implies timely completing the goal to succeed.
+
 
It is common that the pulses used during [[Hurry Up|Hurry Up!]] to elicit the sense of urge through [[Entrainment]] resemble the [[Heartbeat]].
+
Regarding the PC’s [[Footsteps]], they are sometimes combined with [[Breath]] and some forms of [[Grunts]], particularly to denote fatigue. If so, it seems important to consider them in conjunction, since they are dependent and demand some level of synchronization.
| examples=
+
 
| ex1=<mt p="HurryUp" g="Katamari" altg="Katamari Forever" w="{{R16by9W}}" h="{{R16by9H}}">Quests are explicitly time based and consist of collecting as much items as possible. When closer to the given time an alarm-like [[Sound Effect]] augments the [[Awareness]] for the pertinence of making the best out of the remaining time.</mt>
+
As with some other sound explorations, the sound of [[Footsteps]] is often exaggerated, particularly regarding loudness, when compared to a real life situation.
| ex2=<mt p="HurryUp" g="Assassins Creed 2" altg="Assassin's Creed 2" w="{{R16by9W}}" h="{{R16by9H}}">Ezio has to activate a lever to open a remote door through which he will have to pass in order to proceed. The fact that a ticking sound starts to be heard is easily recognizable as an indicator that that door will be open only for a limited amount of time.</mt>
+
 
| ex3=<mt p="HurryUp" g="Tomb Raider Underworld" i=2 w="{{R16by9W}}" h="{{R16by9H}}">The astonishing [[Foley]] of the scenario falling apart, a very loud alarm, the [[Dialogue]] from a repeating voiced message, and a overwhelming [[Music]], are elements of a composition that leads the player to urge to the exit. Interestingly enough, [SHOW SPOILER].</mt>
+
|examples=
| ex4=<mt p="Heartbeat" g="Buzz" altg="Buzz! Brain of the World:" w="{{R16by9W}}" h="{{R16by9H}}"> Timed answers are signalled by an [[Heartbeat]] with increasing beating.</mt>
+
| ex1=<mt p="Footsteps" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}">[[Footsteps]] are major protagonist in the minimalist [[Acoustic Ecology]].</mt>
| ex5=<mt p="Heartbeat" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">[[Hurry Up|Hurry Up!]] is found in association with Imminent Death. When facing such situation, the PC has a limited amount of time to perform some self-healing action. In this case the Heartbeat (along with visual cues) is used to signal the emergency.</mt>
+
| ex2=<mt p="Footsteps" g="Assassins Creed" altg="Assassin's Creed">The sounds of horse hooves deserved a realistic approach, namely in terms of variety.</mt>
<!--| exX=<mt p="HurryUp" g="PinballFx" altg="Pinball FX" w="{{R16by9W}}" h="{{R16by9H}}"></mt>-->
+
| ex3=<mt p="Footsteps" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}">Big Daddies’ [[Footsteps]] are part of the [[Signature]] of a game. They are identifiable at a distance. At a short distance, they are greatly accentuated by the visual effects.</mt>
<!--| exX=<mt p="HurryUp" g="Shadow Of The Colossus" altg="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}"></mt>  
+
| ex5=<mt p="Footsteps" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">The sound of the [[Footsteps]] is in the core of the gameplay in [[Papa Sangre]]. The player needs to avoid that the opponents detect the PC's [[Footsteps]]. The sound of the [[Footsteps]] put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).</mt>
On a second though no... Other wise many other explorations might fit here, also-->
+
| ex4=<mt p="Footsteps" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">Within the [[Silence]] of the [[Ambiance]], the sound of [[Footsteps]] becomes dominant. (see also the External References, on further aspects with relevance for the [[Emotional Script]]).</mt>
 +
| ex6=<mt p="Footsteps" g="The Graveyard" w="{{ViPhoneW}}" h="{{ViPhoneH}}">The way the game is designed almost makes the sound of every single step a sound of [[Achievement]].</mt>
 +
| ex7=<mt p="Footsteps" g="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex8=<mt p="Music" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Scrat’s [[Footsteps]] are influential to the [[Character Soundprint|Character’s Soundprint]], which constitutes a [[Signature]] of the game.</mt>
 +
<!--
 +
| ex6=<mt p="Footsteps" g="Half Life 2" altg="Half-Life 2" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex9=<mt p="Footsteps" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex9=<mt p="Silence" g="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">Within the [[Silence]] of the [[Ambiance]], the sound of [[Footsteps]] becomes dominant. (see also the External References, on further aspects with relevance for the [[Emotional Script]]).</mt>
 +
| ex8=<mt p="Footsteps" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
-->
 +
| external =
 +
Interviews with designers, which include commentaries on [[Footsteps]]:
 +
*Sound of [[Footsteps]] purposefully out of sync in Silent Hill <ref name="Sheffield"/>. Akira Yamaoka intentionally gives “sound ahead of the frame where action would happen”, “to induce intensity or anxiety”.
 +
*[[Variety]] in [[Footsteps]] in Assassin’s Creed <ref name="Jackson"/>.
 +
| showrefs =1
 
}}
 
}}

Latest revision as of 03:07, 26 August 2012

Front face Back face
The card's front face The card's back face

Synopsis

The sound of footsteps (extensible to any kind of being).

Relationships

Contexts:
Character Soundprint , Awareness , Signature , Emotional Script , Stealth , Entrainment .
May Relate to:
Breath , Grunts .
Makes use of:
Foley .

Description

Footsteps are among the most used patterns in sound design. They are a form of Foley that seems elemental and effective as an instrument to implement the Character’s Soundprint and in providing Awareness for the movement of both PC and NPC. They can also be used as a tool for the Emotional Script and become part of the Signature of a game.

Regarding the PC’s Footsteps, they are sometimes combined with Breath and some forms of Grunts, particularly to denote fatigue. If so, it seems important to consider them in conjunction, since they are dependent and demand some level of synchronization.

As with some other sound explorations, the sound of Footsteps is often exaggerated, particularly regarding loudness, when compared to a real life situation.

Examples

Limbo: Footsteps are major protagonist in the minimalist Acoustic Ecology.
Assassin's Creed: The sounds of horse hooves deserved a realistic approach, namely in terms of variety.
BioShock: Big Daddies’ Footsteps are part of the Signature of a game. They are identifiable at a distance. At a short distance, they are greatly accentuated by the visual effects.
[show less examples...]
Silent Hill: Within the Silence of the Ambiance, the sound of Footsteps becomes dominant. (see also the External References, on further aspects with relevance for the Emotional Script).
Papa Sangre: The sound of the Footsteps is in the core of the gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
The Graveyard: The way the game is designed almost makes the sound of every single step a sound of Achievement.
Shadow of the Colossus:
Ice Age 3: Scrat’s Footsteps are influential to the Character’s Soundprint, which constitutes a Signature of the game.


External Resources

Interviews with designers, which include commentaries on Footsteps:

  • Sound of Footsteps purposefully out of sync in Silent Hill [1]. Akira Yamaoka intentionally gives “sound ahead of the frame where action would happen”, “to induce intensity or anxiety”.
  • Variety in Footsteps in Assassin’s Creed [2].

References

  1. Jump up Sheffield, B. 2010. GDC: Grasshopper's Akira Yamaoka Talks Audio Techniques. http://www.gamasutra.com/php-bin/news_index.php?story=27644
  2. Jump up Jackson, B. 2008. Assassin’s Creed. http://mixonline.com/game_audio/features/audio_assassins_creed.

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