Difference between revisions of "Sound Decoys"
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Diverse forms of [[Sound Decoys]] can be included in the gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy while avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy. | Diverse forms of [[Sound Decoys]] can be included in the gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy while avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy. | ||
| examples= | | examples= | ||
− | | ex1=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i=2 w="{{R16by9W}}" h="{{R16by9H}}">Snake lures an enemy out of his place by throwing an empty magazine into a more convenient location | + | | ex1=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i=2 w="{{R16by9W}}" h="{{R16by9H}}">Snake lures an enemy out of his place by throwing an empty magazine into a more convenient location.</mt> |
− | | ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i=3 w="{{R16by9W}}" h="{{R16by9H}}"></mt> | + | | ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i=3 w="{{R16by9W}}" h="{{R16by9H}}">Knocking on objects is an alternative to attract a NPC, but it requires that the NPC is close enough and the attention is directed towards PC's position.</mt> |
| ex3=<mt p="SoundDecoys" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" i=4 w="{{R5by4W}}" h="{{R5by4H}}">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | | ex3=<mt p="SoundDecoys" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" i=4 w="{{R5by4W}}" h="{{R5by4H}}">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | ||
| ex7=<mt p="SoundDecoys" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}">Garrett can draw special noisemaker arrows in order to divert enemies.</mt> | | ex7=<mt p="SoundDecoys" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}">Garrett can draw special noisemaker arrows in order to divert enemies.</mt> |
Latest revision as of 19:31, 25 May 2013
The card's front face | The card's back face |
Synopsis
Using sound to fool the opponents. |
Relationships
Context:
Stealth , Consequent Sound , Make Sound not War , Emotional Script .
Relates to:
Unaware NPC , Suspicious NPC , Seeking for PC , Sonic Weapon .
Often uses:
Foley , Sound Effects .
Description
A customary component of the gameplay is to deal with enemies along the game space. In some situations it is convenient to divert enemies’ attention and possibly to influence them to change their positions, either to be able to deal with one at time or to avoid confrontation at all.
Diverse forms of Sound Decoys can be included in the gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy while avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy.
Examples
External Resources
References to Tom Clancy's Splinter Cell "Distraction Camera": IGN Guides
Stevens, R., & Raybould, D. (2011, p. 125). The game audio tutorial a practical guide to creating and implementing sound and music for interactive games. Burlington, MA: Focal Press/Elesevier.