Difference between revisions of "Noise"

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[http://gaming.wikia.com/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming]
 
[http://gaming.wikia.com/wiki/Tom_Clancy's_Splinter_Cell:_Chaos_Theory Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming]
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This is one of the patterns included in our seminal collection <ref name="Alves2010" /> but it was presented with another name: "Entrainment". Meanwhile we realized three things:
 
* In this pattern, entrainment is the "means", not the solution. Considering that the name of a pattern should reflect the solution (not the means), "Entrainment" was not adequate name.
 
* We are not aware of any explicit reference to the iteration of phases this pattern addresses, so we don’t know of a name that is already used to express it. Consequently we had to define it ourselves ("R-A-E-D Iterations" as it stands now), which in this particular circumstance was a challenge that still remains open.
 
* Entrainment is indeed a pattern – another pattern. (A pattern that this one makes use of.)
 
 
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Latest revision as of 03:07, 26 August 2012

Deck←
introduced in version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Synopsis

The purposeful use of noise.

Relationships

Contexts:
Aesthetics , Acoustic Ecology , Emotional Script , Awareness .
Often uses:
Ambiance , Foley .

Description

Noise may be used in disparate circumstances, ranging from Ambiance to part of the gameplay. Usually, it is specifically intended to shape the Emotional Script.

"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.

Examples

iGadget:
Limbo: Limbo presents us an example of the use of Noise as part of the Ambiance [pending:[REF]]. In this case, noise is constant and soft.
Silent Hill: In the Silent Hill series, the PC carries a Radio that emits a static Noise when there are enemies in the surroundings, contributing to Awareness, which is a relevant element of gameplay.
[show less examples...]
Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding.
Tom Clancy's Splinter Cell Chaos Theory: The level of Noise as part of the gameplay, namely in Stealth operations. Here, Noise is understood as the loudness of the Ambiance and of the PC's actions. If the PC makes more Noise than its surroundings he is heard by the opponents. The HUD includes an aural monitor that allows comparing both levels of Noise.
Silent Hill Homecoming:
The Path:


External Resources

Tom Clancy's Splinter Cell: Chaos Theory Wikia Gaming

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