Difference between revisions of "Thoughts"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
 
(24 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{{Card
 
{{Card
| notesontop= This is a candidate pattern, entering version 2.0 of the [[Deck]].
+
| notesontop= introduced in version 2.0 of the [[Deck]].
| candidatecard = Candidate Card (new in version 2.0)
+
| deckversion=v20
| synopsis = Expressing the characters' thoughts
+
| name =Helper Voice
| description = [[Thoughts]] allow expressing messages in a diegetic way. The associated introspection also contributes to inspire and maintain a sense of immersion in the experience. Additionaly, from an emotional standpoint, providing access to the PC's [[Thoughts]] has the potential to enhancing the empathy between the player and the PC.
+
| v20frontface =Thoughts-front-v20.png
 +
| v20backface =Thoughts-back-v20.png
 +
| v20synopsis = Revealing what a character is thinking of
 +
| patternpresentation =
 +
| cardpresentation=
 +
| screenshots=
 +
| v20rel-tag1=Contexts:<br>
 +
| v20rel1=[[Narrative]], [[Emotional Script]]<br>
 +
| v20rel-tag2=May relate to:<br>
 +
| v20rel2=[[Narrator]], [[Helper Voice]]<br>
 +
| v20rel-tag3=Often uses:<br>
 +
| v20rel3=[[Dialogue]]<br>
 +
| description = [[Thoughts]] allow expressing messages in a diegetic way. From an emotional standpoint ([[Emotional Script]]), providing access to the PC's [[Thoughts]] also has the potential to enhance the empathy between the player and the PC. Additionally, the associated introspection contributes to inspire and maintain a sense of immersion in the experience.  
  
[[Thoughts]] often consist of [[Dialogue]] that contributes to the [[Narrative]], though other solutions have been explored. When [[Dialogue]] is used, it can actually be spoken (though usually in a quiter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, specially when the distinction is relevant (for instance when other characters are present).
+
[[Thoughts]] often consist of [[Dialogue]] that contributes to the [[Narrative]], though other solutions have been explored. When [[Dialogue]] is used, it can actually be spoken (though usually in a quieter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, especially when the distinction is relevant (for instance when other characters are present).
 
| examples=  
 
| examples=  
| ex1=<mt p="Thoughts" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}" i=2>[[Thoughts]] – and the chance to  choose between them – as part of the [[Gameplay]].</mt>
+
| ex1=<mt p="Thoughts" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}" i=2>Choosing [[Thoughts]] as part of the gameplay.</mt>
| ex2=<mt p="Thoughts" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">The question augments the focus and suggests that there is something special about this particular scene.</mt>
+
| ex2=<mt p="Thoughts" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.</mt>
| ex3=<mt p="Thoughts" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.</mt>
+
| ex3=<mt p="Thoughts" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.</mt>
| ex4=<mt p="Thoughts" g="SamAndMax" w="{{R16by9W}}" h="{{R16by9H}}" i=2>Reading (listening to) other's [[Thoughts]] as part of the [[Gameplay]].</mt>
+
| ex4=<mt p="Thoughts" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}">An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.</mt>
| ex5=<mt p="Thoughts" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.</mt>
+
| ex5=<mt p="Thoughts" g="Sam and Max" altg="Sam & Max 301: The Penal Zone" w="{{R4by3W}}" h="{{R4by3H}}">Reading (listening to) other's [[Thoughts]] as part of the gameplay.</mt>
| ex6=<mt p="Thoughts" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.</mt>
+
| ex6=<mt p="Thoughts" g="Heavy Rain" w="{{R16by9W}}" h="{{R16by9H}}" i=3>PC's [[Thoughts]] as hints on how to proceed.</mt>
 +
| ex7=<mt p="Thoughts" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
 
 +
<!--| ex_=<mt p="Thoughts" g="SilentHillHomecoming" altg="Silent Hill Homecoming" w="{{R16by9W}}" h="{{R16by9H}}">The question augments the focus and suggests that there is something special about this particular scene.</mt>-->
 
}}
 
}}

Latest revision as of 16:47, 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

Revealing what a character is thinking of.

Relationships

Contexts:
Narrative , Emotional Script .
May relate to:
Narrator , Helper Voice .
Often uses:
Dialogue .

Description

Thoughts allow expressing messages in a diegetic way. From an emotional standpoint (Emotional Script), providing access to the PC's Thoughts also has the potential to enhance the empathy between the player and the PC. Additionally, the associated introspection contributes to inspire and maintain a sense of immersion in the experience.

Thoughts often consist of Dialogue that contributes to the Narrative, though other solutions have been explored. When Dialogue is used, it can actually be spoken (though usually in a quieter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, especially when the distinction is relevant (for instance when other characters are present).

Examples

Heavy Rain: Choosing Thoughts as part of the gameplay.
Tomb Raider Underworld: Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.
Silent Hill: The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.
[show less examples...]
Metal Gear Solid 4: Guns of the Patriots: An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.
Sam & Max 301: The Penal Zone: Reading (listening to) other's Thoughts as part of the gameplay.
Heavy Rain: PC's Thoughts as hints on how to proceed.
Deadly Premonition:



FakeX-front-v10.pngFakeX-back-v10.png