Difference between revisions of "Suspicious NPC"

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{{Card
 
{{Card
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
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| notesontop= introduced in version 2.0 of the [[Deck]].
| candidatecard = Candidate Card
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| deckversion=v20
| examplesintro = '''[Note: considering that this is still a candidate pattern, more examples then usually are presented, in order to provide a better support for the discussion.]'''
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| v20frontface = SuspiciousNPC-front-v20.png
| rel-tag1=Context:<br>
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| v20backface = SuspiciousNPC-back-v20.png
| rel1=[[Awareness]] <br>
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| v20synopsis =  NPC’s behaviours evidencing suspicion for the PC’s presence
| rel-tag2=Relates to:<br>
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| v20rel-tag1=Context:<br>
| rel2=[[Unaware NPC]], [[Seeking for PC]]<br>
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| v20rel1=[[Awareness]] <br>
| rel-tag3=May relates to:<br>
+
| v20rel-tag2=Contrasts with:<br>
| rel3=[[Anticipation]], ...<br>
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| v20rel2=[[Unaware NPC]], [[Seeking for PC]]<br>
 +
| v20rel-tag3=May relate to:<br>
 +
| v20rel3=[[Anticipation]], [[Directionality]]<br>
 
| description =
 
| description =
This is a candidate pattern that results from recursively acknowledging that there is a typical state of [[Awareness]] interpreted by the NPC (and towards the PC), which is between the [[Unaware NPC]] state and the [[Seeking for PC]] state.
 
  
[[Suspicious NPC]] may be a form of or be integrated in the triggering of an [[Anticipation]] phase.
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The representation of [[Suspicious NPC]] consists of small utterances (e.g., "Uh?!") or [[Dialogue]] (e.g., "I heard something...") that evidence that a NPC is hostile and has detected some sign of the PC's presence, which being confirmed would lead to [[Engagement]]. [[Suspicious NPC]] may fit or trigger an [[Anticipation]] phase.
 +
 
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In terms of [[Awareness]] of hostile NPC towards the PC, [[Suspicious NPC]] represents an intermediate state, between [[Unaware NPC]] and [[Seeking for PC]].
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[[Suspicious NPC]] usually works as a [[Beacon Locator]] of the NPC, in the sense that it contributes mostly for the player to become aware of a (nearby) offscreen NPC, who otherwise might attack furtively. In such cases, [[Directionality]] is helpful in promptly locating the threat.
 +
 
 
| examples=
 
| examples=
| ex1=<mt p="SuspiciousNPC" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex1=<mt p="SuspiciousNPC" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex2=<mt p="SuspiciousNPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex2=<mt p="SuspiciousNPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="SuspiciousNPC" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
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| ex3=<mt p="SuspiciousNPC" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
 
| ex4=<mt p="SuspiciousNPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex4=<mt p="SuspiciousNPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex5=<mt p="SuspiciousNPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
 
}}
 
}}

Latest revision as of 16:52, 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

NPC’s behaviours evidencing suspicion for the PC’s presence.

Relationships

Context:
Awareness .
Contrasts with:
Unaware NPC , Seeking for PC .
May relate to:
Anticipation , Directionality .

Description

The representation of Suspicious NPC consists of small utterances (e.g., "Uh?!") or Dialogue (e.g., "I heard something...") that evidence that a NPC is hostile and has detected some sign of the PC's presence, which being confirmed would lead to Engagement. Suspicious NPC may fit or trigger an Anticipation phase.

In terms of Awareness of hostile NPC towards the PC, Suspicious NPC represents an intermediate state, between Unaware NPC and Seeking for PC.

Suspicious NPC usually works as a Beacon Locator of the NPC, in the sense that it contributes mostly for the player to become aware of a (nearby) offscreen NPC, who otherwise might attack furtively. In such cases, Directionality is helpful in promptly locating the threat.

Examples

Metal Gear Solid 4: Guns of the Patriots:
Far Cry 2:
Tom Clancy's Splinter Cell Chaos Theory:
[show less examples...]
Thief III: Deadly Shadows:
Crysis:



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