Difference between revisions of "Helper Voice"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
 
(9 intermediate revisions by the same user not shown)
Line 15: Line 15:
 
| v20rel-tag3=Differs from:<br>
 
| v20rel-tag3=Differs from:<br>
 
| v20rel3=[[Narrator]]<br>
 
| v20rel3=[[Narrator]]<br>
| v20rel-tag4=Uses:<br>
+
| v20rel-tag4=Makes use of:<br>
 
| v20rel4=[[Dialogue]]<br>
 
| v20rel4=[[Dialogue]]<br>
 
| description=
 
| description=
Line 28: Line 28:
  
 
| examples=
 
| examples=
| ex1=<mt p="HelperVoice" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}">The Animus ('a projector which renders genetic memories') serves gameplay hints while loading levels.</mt>
+
{{NoVideo|'''Tomb Raider Legend:'''}}
| ex2=<mt p="HelperVoice" g="Uncharted" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex1=<mt p="HelperVoice" g="Shadow Of The Colossus" altg="Shadow of the Colossus" i=4 w="{{R4by3W}}" h="{{R4by3H}}">A voice from above explains the strategy to defeat a particular boss. In case the player is not able to progress the voice repeats after a while.</mt>
| ex3=<mt p="HelperVoice" g="Mirrors Edge" altg="Mirror's Edge" w="{{R4by3W}}" h="{{R4by3H}}">A partner, over a communicator, explains the best strategy for the next piece of gameplay.</mt>
+
| ex2=<mt p="HelperVoice" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
| ex4=<mt p="HelperVoice" g="Portal" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
+
<!--| exX=<mt p="HelperVoice" g="Tomb Raider Legend" w="{{R4by3W}}" h="{{R4by3H}}"></mt>-->
 +
| ex3=<mt p="HelperVoice" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}" i=2></mt>
 +
| ex4=<mt p="HelperVoice" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}">The Animus ("a projector which renders genetic memories") serves gameplay hints while loading levels.</mt>
 
| ex5=<mt p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Both the [[Radio]] emission (semantically directed to the NPC) and the NPC provide helpful information.</mt>
 
| ex5=<mt p="HelperVoice" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}">Both the [[Radio]] emission (semantically directed to the NPC) and the NPC provide helpful information.</mt>
| ex6=<mt p="HelperVoice" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory"w="{{R5by4W}}" h="{{R5by4H}}"></mt>
+
| ex6=<mt p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In the beginning of the game, "a fluttery watery thing" presents itself as someone the player cannot see but who is there to help.</mt>
| ex7=<mt p="HelperVoice" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.</mt>
+
| ex7=<mt p="HelperVoice" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex8=<mt p="HelperVoice" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex8=<mt p="HelperVoice" g="Commandos BCD" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex9=<mt p="HelperVoice" g="Shadow Of The Colossus" altg="Shadow of the Colossus" i=4 w="{{R4by3W}}" h="{{R4by3H}}">A voice from above explains the strategy to defeat a particular boss. In case the player is not able to progress the voice repeats after a while.</mt>
+
| ex9=<mt p="HelperVoice" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
 
 +
 
 +
<!--
 +
| ex11=<mt p="HelperVoice" g="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex12=<mt p="HelperVoice" g="Ocarina Of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 +
| ex13=<mt p="HelperVoice" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory"w="{{R5by4W}}" h="{{R5by4H}}"></mt>
 +
| ex14=<mt p="HelperVoice" g="Mirrors Edge" altg="Mirror's Edge" w="{{R4by3W}}" h="{{R4by3H}}">A partner, over a communicator, explains the best strategy for the next piece of gameplay.</mt>
 +
-->
 
}}
 
}}

Latest revision as of 05:30, 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

Conveying guidance through the voice of disembodied or remote entities.

Relationships

Context:
Awareness .
May relate to:
Narrative , Recordings , Radio .
Differs from:
Narrator .
Makes use of:
Dialogue .

Description

One way to provide the player with aid while playing, regarding the gameplay but also dynamic notifications (Awareness for a critical state, for instance), is to design a Helper Voice who provides such information through Dialogue in a diegetic way.

Helper Voice may indirectly contribute with pieces of Narrative but it is different from Narrator. While Helper Voice provides information about the gameplay, i.e. about what to do or how to do it, the Narrator tells the story of the game.

The Helper Voice is sometimes "a voice from above", frequently conveyed by a reverberated Dialogue and possibly some additional Sound Effects that approximate it from the archetype of the voice of fantastic or divine entities.

Yet, perhaps the most commonly designed solution for the Helper Voice is to have a NPC in a remote location providing information over a communicator. The same channel and character is often used to provide Narrative (in which case such character also behaves as Narrator).

Examples

Tomb Raider Legend:
Shadow of the Colossus: A voice from above explains the strategy to defeat a particular boss. In case the player is not able to progress the voice repeats after a while.
Portal:
Uncharted: Drake's Fortune:
[show less examples...]
Assassin's Creed: The Animus ("a projector which renders genetic memories") serves gameplay hints while loading levels.
Half-Life 2: Both the Radio emission (semantically directed to the NPC) and the NPC provide helpful information.
Papa Sangre: In the beginning of the game, "a fluttery watery thing" presents itself as someone the player cannot see but who is there to help.
Halo: Reach:
Commandos BCD:
Crysis:



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