Difference between revisions of "Stealth"

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| name =Stealth
 
| name =Stealth
 
| deckversion =1.0
 
| deckversion =1.0
| synopsis =Low profile behaviours that include adopting a small soundprint
+
| v10synopsis =Low profile behaviours that include adopting a small soundprint
 +
| v20synopsis =Low profile behaviours that include adopting a small soundprint
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =Stealth-front-v10.png
+
| v10frontface =Stealth-front-v10.png
| backface =Stealth-back-v10.png
+
| v10backface =Stealth-back-v10.png
 +
| v20frontface =Stealth-front-v20.png
 +
| v20backface =Stealth-back-v20.png
 
| screenshots=
 
| screenshots=
 
| v10rel-tag1=Context:<br>
 
| v10rel-tag1=Context:<br>
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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description =
 
| description =
Sound plays a special role in [[Stealth]] actions: the sound associated to the PC's actions is relevant for the [[Gameplay]] (that means [[Consequent Sound]]), namely in terms of the reaction of the NPC. Games of the [[Stealth|Stealth ]] [[Genre]] (or sub-genre) make an extensive of such explorations.
+
Sound plays a special role in [[Stealth]] actions: the sound associated to the PC's actions is relevant for the gameplay (that means [[Consequent Sound]]), namely in terms of the reaction of the NPC. Games of the [[Stealth|Stealth ]] genre (or sub-genre) make an extensive use of such explorations.
  
 
Being able to perform [[Stealth]] actions implies that it is possible to adopt a low profile behaviour in order to avoid unwanted attention. That calls for a proper design of the [[Character Soundprint|Character's Soundprint]], which, for instance, depends on the magnitude of the movements. [[Footsteps]], in particular, are usually explored with that purpose.  
 
Being able to perform [[Stealth]] actions implies that it is possible to adopt a low profile behaviour in order to avoid unwanted attention. That calls for a proper design of the [[Character Soundprint|Character's Soundprint]], which, for instance, depends on the magnitude of the movements. [[Footsteps]], in particular, are usually explored with that purpose.  
  
Using modifiers to conceal the sound of the PC's actions ([[Sound Suppressing]]) may also be integrated as part of the [[Gameplay]].   
+
Using modifiers to conceal the sound of the PC's actions ([[Sound Suppressing]]) may also be integrated as part of the gameplay.   
  
 
Conversely, sound can also be used as tool to overcome opponents. Two examples are the use of [[Sound Decoys]] and [[Eavesdropping]].
 
Conversely, sound can also be used as tool to overcome opponents. Two examples are the use of [[Sound Decoys]] and [[Eavesdropping]].
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| examples=
 
| examples=
{{NoVideo|'''Deadly Premonition:'''}}
 
 
| ex1=<mt p="Stealth" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Stealth" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Stealth" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex2=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="Stealth" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
+
| ex3=<mt p="Stealth" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex4=<mt p="Stealth" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
+
| ex4=<mt p="Stealth" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
| ex5=<mt p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
+
| ex5=<mt p="Stealth" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex6=<mt p="Stealth" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex6=<mt p="Stealth" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 +
| ex7=<mt p="Stealth" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
 
 +
| additional=
 +
Stevens, R., & Raybould, D. (2011, p. 122). The game audio tutorial a practical guide to creating and
 +
implementing sound and music for interactive games. Burlington, MA: Focal Press/Elesevier.
 
}}
 
}}

Latest revision as of 16:49, 26 August 2012

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

Synopsis

Low profile behaviours that include adopting a small soundprint.

Relationships

Context:
Consequent Sound , Anticipation , Emotional Script .
Includes:
Sound Suppressing , Sound Decoys , Eavesdropping .
Relates to:
Footsteps , Character Soundprint , Unaware NPC , Suspicious NPC , Seeking for PC .

Description

Sound plays a special role in Stealth actions: the sound associated to the PC's actions is relevant for the gameplay (that means Consequent Sound), namely in terms of the reaction of the NPC. Games of the Stealth genre (or sub-genre) make an extensive use of such explorations.

Being able to perform Stealth actions implies that it is possible to adopt a low profile behaviour in order to avoid unwanted attention. That calls for a proper design of the Character's Soundprint, which, for instance, depends on the magnitude of the movements. Footsteps, in particular, are usually explored with that purpose.

Using modifiers to conceal the sound of the PC's actions (Sound Suppressing) may also be integrated as part of the gameplay.

Conversely, sound can also be used as tool to overcome opponents. Two examples are the use of Sound Decoys and Eavesdropping.

Ways to provide feedback to the player regarding the interest and state of awareness of the NPC towards the PC include designing explorations such as Unaware NPC, Suspicious NPC and Seeking for PC.

The nature of Stealth actions propitiates design opportunities in terms of the Emotional Script, such as the exploration of Anticipation.

Examples

Dead to Rights: Retribution:
Deadly Premonition:
Metal Gear Solid 4: Guns of the Patriots:
[show less examples...]
Tom Clancy's Splinter Cell Chaos Theory:
Thief III: Deadly Shadows:
Papa Sangre:
Halo: Reach:

Additional Comments

Stevens, R., & Raybould, D. (2011, p. 122). The game audio tutorial a practical guide to creating and implementing sound and music for interactive games. Burlington, MA: Focal Press/Elesevier.


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