Difference between revisions of "Helper Voice"

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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
+
| 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 =Helper Voice
 
| name =Helper Voice
| deckversion =
+
| deckversion=v20
| synopsis = Conveying messages through the voice of disembodied or remote entities
+
| v20frontface =HelperVoice-front-v20.png
 +
| v20backface =HelperVoice-back-v20.png
 +
| v20synopsis = Conveying guidance through the voice of disembodied or remote entities
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| -frontface =HelperVoice-front-v10.png
 
| -backface =HelperVoice-back-v10.png
 
 
| screenshots=
 
| screenshots=
| rel-tag1=Contexts:<br>
+
| v20rel-tag1=Context:<br>
| rel1=[[Gameplay]], [[Awareness]]<br>
+
| v20rel1=[[Awareness]]<br>
| rel-tag2=May relate to:<br>
+
| v20rel-tag2=May relate to:<br>
| rel2=[[Narrative]]<br>
+
| v20rel2=[[Narrative]], [[Recordings]], [[Radio]]<br>
| rel-tag3=Relates to:<br>
+
| v20rel-tag3=Differs from:<br>
| rel3=[[Audio Logs]]<br>
+
| v20rel3=[[Narrator]]<br>
| rel-tag4=Differs from:<br>
+
| v20rel-tag4=Makes use of:<br>
| rel4=[[Narrator]]<br>
+
| v20rel4=[[Dialogue]]<br>
 +
| 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.
  
| notesontop= This is a candidate pattern, which may enter version 2.0 of the [[Deck]].
+
[[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.
  
| description=
+
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.
[[Helper Voice]] may contribute with pieces of [[Narrative]] but it is different from [[Narrator]].
+
 
 +
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=
 
| examples=
| ex1=<mt p="HelperVoice" g="Assassins Creed" altg="Assassin's Creed" h="140">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" h="140"></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" h="188">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" h="156"></mt>
+
<!--| exX=<mt p="HelperVoice" g="Tomb Raider Legend" w="{{R4by3W}}" h="{{R4by3H}}"></mt>-->
| ex5=<mt p="HelperVoice" g="Half Life 2" altg="Half-Life 2" h="156"></mt>
+
| ex3=<mt p="HelperVoice" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}" i=2></mt>
| ex6=<mt p="HelperVoice" g="Chaos Theory" h="200"></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>
| ex7=<mt p="HelperVoice" g="Papa Sangre" h="140">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>
+
| 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>
| ex8=<mt p="HelperVoice" g="Halo" h="140"></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>
| ex9=<mt p="HelperVoice" g="Shadow Of The Colossus" altg="Shadow of the Colossus" i=4 h="188">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>
+
| ex7=<mt p="HelperVoice" g="Halo" altg="Halo: Reach" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 +
| ex8=<mt p="HelperVoice" g="Commandos BCD" w="{{R4by3W}}" h="{{R4by3H}}"></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