Difference between revisions of "Revelation"

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{{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 = New in version 2.0
+
| deckversion=v20
 
| name = Revelation
 
| name = Revelation
| synopsis = Expressing an encounter with something special
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| v20frontface =Revelation-front-v20.png
| rel-tag1=Context:<br>
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| v20backface =Revelation-back-v20.png
| rel1=[[Emotional Script]], [[Awareness]]<br>
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| v20synopsis = Expressing an encounter with something special
| rel-tag2=Differs from:<br>
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| v20rel-tag1=Context:<br>
| rel2=[[Achievement]]<br>
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| v20rel1=[[Emotional Script]], [[Awareness]]<br>
 +
| v20rel-tag2=Differs from:<br>
 +
| v20rel2=[[Achievement]]<br>
 
| description =
 
| description =
While exploring the gameworld, the player faces many circumstances with disparate value. Although in some cases the visual clues are enough to realize the importance of a particular finding, in other cases sound is instrumental to pass a "appreciate this; it's important" message. Still, even in the former case, sound has the potential to enlarge the episode's [[Emotional Script]].
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While exploring the game world, the player encounters many entities with disparate value (objects, places, characters, events, ...). Sound is instrumental to reveal to the player the extraordinary importance of a particular finding. Even when there are visual clues that would be enough to realize such importance, sound still has the potential to enlarge the episode's [[Emotional Script]].
  
While exploring the gameworld, the player encounters many entities with disparate value (objects, places, characters, events, ...). Sound is instrumental to reveal to the player the extraordinary importance of a particular finding. Even when there are visual clues that would be enough to realize such importance, sound still has the potential to enlarge the episode's [[Emotional Script]].
+
Sometimes, and particularly in linear games, [[Revelation]] resembles an [[Achievement]]. And, actually, sometimes it even happens that an [[Achievement]] immediately follows a [[Revelation]]. Yet, the two concepts are distinct – whilst [[Achievement]] is meant to reward, [[Revelation]] is meant to enlarge the perception of a finding.
 
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Sometimes, and particularly in linear games, [[Revelation]] resembles an [[Achievement]]. And, actually, sometimes it even happens that an [[Achievement]] immediately follows a [[Revelation]]. Yet, the two concepts are distinctive – whilst [[Achievement]] is meant to reward, [[Revelation]] is meant to enlarge the perception of a finding.
+
  
 
| examples =
 
| examples =
| ex1=<mt p="Revelation" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
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| ex1=<mt p="Revelation" g="Aquaria" w="{{R4by3W}}" h="{{R4by3H}}">The finding of a treasure is "explained" and emphasized by a sound of [[Revelation]]. (In this instance, it is immediately followed by an [[Achievement]].)</mt>
| ex2=<mt p="Revelation" g="Aquaria" w="{{R16by9W}}" h="{{R16by9H}}">The finding of a treasure is "explained" and emphasized by a sound of [[Revelation]]. In this instance, it is immediately followed by an [[Achievement]].</mt>
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| ex2=<mt p="Revelation" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">In this case the [[Music]] plays a major role in revealing the magnificence of the site just discovered, and invites to take some time appreciating it.</mt>
| ex3=<mt p="Revelation" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">In this case the [[Music]] plays an major role in revealing the magnificence of the site just discovered, and invites to take some time appreciating it.</mt>
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| ex3=<mt p="Revelation" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex4=<mt p="Revelation" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex5=<mt p="Revelation" g="HalfLife2" altg="Half-Life 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex6=<mt p="Revelation" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
 +
| ex7=<mt p="Revelation" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
 
 +
|external=
 +
Examples of [[Revelation]] sounds from movies:
 +
* Monty Python and the Holy Grail, in chapter "The Tale of Sir Galahad" (about 0:00:35), when encountering Castle Anthrax.
 
}}
 
}}

Latest revision as of 18:15, 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

Expressing an encounter with something special.

Relationships

Context:
Emotional Script , Awareness .
Differs from:
Achievement .

Description

While exploring the game world, the player encounters many entities with disparate value (objects, places, characters, events, ...). Sound is instrumental to reveal to the player the extraordinary importance of a particular finding. Even when there are visual clues that would be enough to realize such importance, sound still has the potential to enlarge the episode's Emotional Script.

Sometimes, and particularly in linear games, Revelation resembles an Achievement. And, actually, sometimes it even happens that an Achievement immediately follows a Revelation. Yet, the two concepts are distinct – whilst Achievement is meant to reward, Revelation is meant to enlarge the perception of a finding.

Examples

Aquaria: The finding of a treasure is "explained" and emphasized by a sound of Revelation. (In this instance, it is immediately followed by an Achievement.)
Tomb Raider Underworld: In this case the Music plays a major role in revealing the magnificence of the site just discovered, and invites to take some time appreciating it.
Crysis:
[show less examples...]
Patapon:
Half-Life 2:
Ico:
Uncharted: Drake's Fortune:


External Resources

Examples of Revelation sounds from movies:

  • Monty Python and the Holy Grail, in chapter "The Tale of Sir Galahad" (about 0:00:35), when encountering Castle Anthrax.

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