Difference between revisions of "Radio"

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{{Card
 
{{Card
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
+
| notesontop= introduced in version 2.0 of the [[Deck]].
| candidatecard = Candidate Card
+
| 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.]'''
+
 
| name =Radio
 
| name =Radio
| deckversion =
+
| v20frontface =Radio-front-v20.png
| synopsis = Actual radio receivers with relevant emission
+
| v20backface =Radio-back-v20.png
 +
| v20synopsis = Actual radio receivers with relevant emission
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| -frontface =Radio-front-v10.png
 
| -backface =Radio-back-v10.png
 
 
| screenshots=
 
| screenshots=
| rel-tag1=Contexts:<br>
+
| v20rel-tag1=Contexts:<br>
| rel1=[[Narrative]], [[Helper Voice]], [[Acoustic Ecology]]<br>
+
| v20rel1=[[Narrative]], [[Helper Voice]], [[Awareness]], [[Diegetic Music]]<br>
| rel-tag2=May relate:<br>
+
| v20rel-tag2=May relate to:<br>
| rel2=[[Diegetic Music]], [[Sound Suppressing]], [[Stealth]]<br>
+
| v20rel2=, [[Sound Suppressing]], [[Stealth]]<br>
| rel-tag3=Relates to:<br>
+
| v20rel-tag3=Relates to:<br>
| rel3=[[Audio Logs]]<br>
+
| v20rel3=[[Recordings]]<br>
 +
| description=
 +
[[Radio]] devices present disparate solutions to offer audio stimuli inside the game world (i.e.,  in a diegetic way).
  
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
+
It is fairly common to come across [[Radio|Radios]] in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.
  
| description=
+
[[Radio|Radios]] may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the gameplay. There are also cases of [[Radio|Radios]] playing a role during [[Stealth]] performance.
It is fairly common to came across [[Radio|Radios]] in open-world games. The inclusion of this objects in the game world is evidently a sound design decision.
+
  
They may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the [[Gameplay]]. They may also play a role during [[Stealth]] performance.
+
[[Radio]]s are related but different from [[Recordings]]. The latter usually presents scattered and anachronical pieces of past testimonies, and serves [[Recordings|distinct purposes]].
  
[[Radios]] are related but different from [[Audio Logs]]. The latter usually present scattered and anachronical pieces of past testimonies, and serve [[Audio Logs|distinctive purposes]]
+
| additional=
 +
Radio in ''Silent Hill'', [http://silenthill.wikia.com/wiki/Radio Silent Hill Wiki].<br />
 +
In ''Silent Hill: Homecoming'' (a newer instalment in the series) the radio is actually a radio transceiver (walkie-talkie) [http://silenthill.wikia.com/wiki/Radio].
  
 
| examples=
 
| examples=
| ex1=<mt p="Radio" g="Portal" h="156">This radio, found in beginning of the game, presents a melody that will make sense later in the game.</mt>
+
{{NoVideo|'''Commandos BCD:'''A radio-like device being used as a [[Sound Decoys|Sound Decoy]].}}
| ex2=<mt p="Radio" g="Far Cry 2" h="140">A [[Radio]] tuned in the local radio station is a common finding ([[Diegetic Music]] and some voiced pieces). There are even missions where the radio emission is central.</mt>
+
| ex1=<mt p="Radio" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}">Several [[Radio]]s, found along the way, play this "peppy" instrumental version of a song that will have an important role, later in the game.</mt>
| ex3=<mt p="Radio" g="Silent Hill" h="140">In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby ([[Echolocation]]).</mt>
+
| ex2=<mt p="Radio" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">A [[Radio]] broadcasting information.</mt>
| ex4=<mt p="Radio" g="Dead To Rights" altg="Dead to Rights: Retribution" h="140">The news contribute with a bit of [[Narrative]].</mt>
+
| ex3=<mt p="Radio" g="Silent Hill" w="{{RPS2W}}" h="{{RPS2H}}">In this game the [[Radio]] is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby ([[Echolocation]]).</mt>
| ex5=<mt p="Radio" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="200">In this case the radio emission competes for the attention during [[Stealth]] action. Radios can be turned off or destroyed.</mt>
+
| ex4=<mt p="Radio" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}">The news contribute with a bit of [[Narrative]].</mt>
| ex6=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4"  h="140">The radio contributes in a naturalist manner with [[Music]] ([[Diegetic Music]]) that completes the [[Acoustic Ecology]]. Cars are also equipped with radio and it is possible to change station.</mt>
+
| ex5=<mt p="UnawareNPC" g="Tomb Raider Legend" w="{{R5by4W}}" h="{{R5by4H}}">Lara is wearing a communicator ([[Helper Voice]]). The opponent is also using a walkie-talkie ([[Unaware NPC]]).</mt>
| ex7=<mt p="Radio" g="Commandos BCD" h="200">A radio-like device being used as a [[Sound Decoys|Sound Decoy]].</mt>
+
| ex6=<mt p="Acoustic Ecology" g="GTA4" altg="Grand Theft Auto IVw="{{R16by9W}}" h="{{R16by9H}}">The [[Radio]] contributes in a naturalist manner with [[Music]] ([[Diegetic Music]]) that completes the [[Acoustic Ecology]]. Cars are also equipped with [[Radio]] and it is possible to change station.</mt>
| ex8=<mt p="UnawareNPC" g="Tomb Raider Legend" h="200">Lara is wearing a communicator ([[Helper Voice]]). The opponent is also using a walkie-talkie ([[Unaware NPC]]).</mt>
+
| ex7=<mt p="DiegeticMusic" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}">A [[Radio]] tuned in the local radio station is a common finding ([[Diegetic Music]] and some voiced pieces). There are even missions where the [[Radio]] emission is central. The radio station is explicitly presented by a taxi driver in an initial [[Cutscenes|Cutscene]].</mt>
| ex9=<mt p="Radio" g="Half Life 2" altg="Half-Life 2" h="156"></mt>
+
| ex8=<mt p="Radio" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">In this case the [[Radio]] emission competes for the attention during [[Stealth]] action. Radios can be turned off or destroyed.</mt>
 +
| ex9=<mt p="Radio" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
<!--| ex10=<mt p="Radio" g="Commandos BCD" h="200">A radio-like device being used as a [[Sound Decoys|Sound Decoy]].</mt>-->
 +
<!--| ex_=<mt p="Radio" g="PapaSangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>-->
 +
 
 +
 
 
}}
 
}}

Latest revision as of 06:14, 27 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

Actual radio receivers with relevant emission.

Relationships

Contexts:
Narrative , Helper Voice , Awareness , Diegetic Music .
May relate to:
Sound Suppressing , Stealth .
Relates to:
Recordings .

Description

Radio devices present disparate solutions to offer audio stimuli inside the game world (i.e., in a diegetic way).

It is fairly common to come across Radios in open-world games. Clearly, the inclusion of these objects in the game world is a sound design decision.

Radios may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the gameplay. There are also cases of Radios playing a role during Stealth performance.

Radios are related but different from Recordings. The latter usually presents scattered and anachronical pieces of past testimonies, and serves distinct purposes.

Examples

Commandos BCD:A radio-like device being used as a Sound Decoy.
Portal: Several Radios, found along the way, play this "peppy" instrumental version of a song that will have an important role, later in the game.
Half-Life 2: A Radio broadcasting information.
Silent Hill: In this game the Radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby (Echolocation).
[show less examples...]
Dead to Rights: Retribution: The news contribute with a bit of Narrative.
Tomb Raider Legend: Lara is wearing a communicator (Helper Voice). The opponent is also using a walkie-talkie (Unaware NPC).
Grand Theft Auto IV: The Radio contributes in a naturalist manner with Music (Diegetic Music) that completes the Acoustic Ecology. Cars are also equipped with Radio and it is possible to change station.
Far Cry 2: A Radio tuned in the local radio station is a common finding (Diegetic Music and some voiced pieces). There are even missions where the Radio emission is central. The radio station is explicitly presented by a taxi driver in an initial Cutscene.
Tom Clancy's Splinter Cell Chaos Theory: In this case the Radio emission competes for the attention during Stealth action. Radios can be turned off or destroyed.
Crysis:

Additional Comments

Radio in Silent Hill, Silent Hill Wiki.
In Silent Hill: Homecoming (a newer instalment in the series) the radio is actually a radio transceiver (walkie-talkie) [1].


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