Difference between revisions of "Grunts"
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| name =Grunts | | name =Grunts | ||
| deckversion =1.0 | | deckversion =1.0 | ||
− | | | + | | v10synopsis =Utterances associated to physical actions or conditions |
+ | | v20synopsis =Utterances associated to physical actions or conditions | ||
| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
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[[Grunts]] are the second most commonly used ingredient in of the [[Character Soundprint]], following [[Footsteps]]. | [[Grunts]] are the second most commonly used ingredient in of the [[Character Soundprint]], following [[Footsteps]]. | ||
− | [[Grunts]] effectively convey a wide range of messages, evidencing effort, attesting that a certain type of action is potentially damaging, notifying actual damage (see [[Ouch!]] for that particular exploration), conferring | + | [[Grunts]] effectively convey a wide range of messages, evidencing effort, attesting that a certain type of action is potentially damaging, notifying actual damage (see [[Ouch!]] for that particular exploration), conferring aliveness to the character (that otherwise may be mute during all the game), conveying short messages (e.g., "Uh? Hmm..."), accompanying the [[Engagement]] in a fighting (battle cry, kiai, as used in real martial arts), etc. [[Grunts]] also integrate some of the solutions to implement the [[Awareness]] for proximity and alert status of opponents. |
− | In all cases, [[Grunts]] contribute to the [[Awareness]] for some aspect of the game, in a diegetic way that maps | + | In all cases, [[Grunts]] contribute to the [[Awareness]] for some aspect of the game, in a diegetic way that maps the event into the [[Emotional Script]]. |
It may also be an effective surrogate for [[Dialogue]], avoiding more complex [[Voice Acting]] and possibly [[Dubbing]]. | It may also be an effective surrogate for [[Dialogue]], avoiding more complex [[Voice Acting]] and possibly [[Dubbing]]. | ||
| examples= | | examples= | ||
− | | ex1=<mt p="Grunts" g=" | + | | ex1=<mt p="Grunts" g="Mirrors Edge" altg="Mirror's Edge" w="{{R4by3W}}" h="{{R4by3H}}">[[Grunts]] amplify the magnitude of the efforts.</mt> |
− | | | + | | ex2=<mt p="Grunts" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Scrat's [[Grunts]] are a consistent during all game. They map into the [[Emotional Script]] the nature of each particular circumstance.</mt> |
− | | | + | | ex3=<mt p="Grunts" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
− | | | + | | ex4=<mt p="Grunts" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">Lara's [[Grunts]] are one of the game [[Signature|Signatures]] and they assert the difficulty to the movements she performs.</mt> |
− | | | + | | ex5=<mt p="Grunts" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A [[Grunts|Grunt]] (accompanied by a subtle [[Sound Effects|Sound Effect]] of [[Failure]]) reveals that the PC tripped.</mt> |
− | | | + | | ex6=<mt p="Grunts" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}">During [[Engagement]], Ico's [[Grunts]] enhance the perception of his attacks.</mt> |
− | | | + | | ex7=<mt p="Grunts" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">The energy put in these [[Grunts]] give a feeling of power.</mt> |
+ | | ex8=<mt p="Hurry Up!" g="Shadow of the Colossus" w="{{R4by3W}}" h="{{R4by3H}}">Although the distance to the character and all the other sounds that, objectively, would conceal the character's [[Grunts]], they are still heard, augmenting considerably the perception of the movements and explaining the difficulty in manoeuvring.</mt> | ||
+ | | ex9=<mt p="Grunts" g="AssassinsCreed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex10=<mt p="Grunts" g="HalfLife2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt> | ||
+ | | ex11=<mt p="Grunts" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | |||
| external= | | external= | ||
− | + | The relation between grunting and physical performance has been discussed in other domains: | |
− | * | + | * professional tennis is one notorious case [pending: ref]; |
+ | * kiai in martial arts [pending: ref]. | ||
}} | }} |
Latest revision as of 18:48, 26 August 2012
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The card's front face | The card's back face |
Synopsis
Utterances associated to physical actions or conditions. |
Relationships
Many contexts, including:
Character Soundprint , Awareness
, Ouch!
, Shout and Yell
, Emotional Script
, Signature
, ....
May Relate to:
Breath , Footsteps
.
Compromises with:
Stealth .
Makes use of:
Foley , Dialogue
.
Description
Grunts are the second most commonly used ingredient in of the Character Soundprint, following Footsteps.
Grunts effectively convey a wide range of messages, evidencing effort, attesting that a certain type of action is potentially damaging, notifying actual damage (see Ouch! for that particular exploration), conferring aliveness to the character (that otherwise may be mute during all the game), conveying short messages (e.g., "Uh? Hmm..."), accompanying the Engagement in a fighting (battle cry, kiai, as used in real martial arts), etc. Grunts also integrate some of the solutions to implement the Awareness for proximity and alert status of opponents.
In all cases, Grunts contribute to the Awareness for some aspect of the game, in a diegetic way that maps the event into the Emotional Script.
It may also be an effective surrogate for Dialogue, avoiding more complex Voice Acting and possibly Dubbing.
Examples
![]() ![]() Ice Age 3: Scrat's Grunts are a consistent during all game. They map into the Emotional Script the nature of each particular circumstance.
|
![]() ![]() Tomb Raider Underworld: Lara's Grunts are one of the game Signatures and they assert the difficulty to the movements she performs.
|
![]() ![]() |
![]() ![]() |
External Resources
The relation between grunting and physical performance has been discussed in other domains:
- professional tennis is one notorious case [pending: ref];
- kiai in martial arts [pending: ref].