Difference between revisions of "Window of Opportunity"
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In Pac-Man once the PC eats a power pellet, the player may take advantage of a temporary ability to eat the enemies. Such [[Window of Opportunity]] is signaled by a specific snappier [[Music]]. | In Pac-Man once the PC eats a power pellet, the player may take advantage of a temporary ability to eat the enemies. Such [[Window of Opportunity]] is signaled by a specific snappier [[Music]]. | ||
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+ | In Sonic the Hedgehog, some power-ups trigger faster movements which are effectively accompanied by a music that promotes a higher arousal state, through [[Entrainment]]. | ||
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Revision as of 23:14, 10 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Enhancing the perception of a short time opportunity. |
Relationships
Context:
Awareness , Emotional Script , Narrative .
Includes:
Hurry Up! , Imminent Death .
Often uses:
Sound Effects , Entrainment .
Description
Games sometimes include limited periods during which the PC enjoys specific abilities. Specific sound is commonly used in such circumstances, augmenting the Awareness for such scarce opportunity. Sound may also be designed to shape the Emotional Script, for instance, in a way that induces an arousal state during this period, through Entrainment.
To a certain extent Window of Opportunity is similar to Hurry up!. They both call for an urgent acting. Yet their purposes are different. Whilst a Window of Opportunity may or may not be explored (it may even concur with a major goal), the case in Hurry Up! implies focusing in a particular goal and completing it before some time constrain is met.
In Patapon the player has to perform consistently well in order to achieve the Window of Opportunity, called 'Fever Mode', and the maintenance of that period is dependent not on time but on the ability of the player to keep performing immaculately. The Acoustic Ecology during 'Fever Mode' is highly stimulating and rewarding. 'Fever Mode' is actually a enhanced Engagement, much richer in terms of sound, involving Diegetic Music, Foley, and Sound Effects.
In Pac-Man once the PC eats a power pellet, the player may take advantage of a temporary ability to eat the enemies. Such Window of Opportunity is signaled by a specific snappier Music.
In Sonic the Hedgehog, some power-ups trigger faster movements which are effectively accompanied by a music that promotes a higher arousal state, through Entrainment.
Examples