Difference between revisions of "No Can Do"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
(The page for the sound design pattern/card named No Can Do)
 
m
Line 15: Line 15:
 
| rel3=[[Sound Effects]], [[Foley]], [[Dialogue]]<br>
 
| rel3=[[Sound Effects]], [[Foley]], [[Dialogue]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 +
| description=
 +
The interaction between the PC/player and the game world implies experimentation, at least until the rules of the game world are well understood. To signal impossible actions, designers frequently resort to sound.
 +
 +
Some solutions resort to a [[Sound Effect]]. If we think of a continuum between the a sound of [[Achievement]] and a sound of [[Failure]],  sounds of [[No Can Do]] 'feel' somewhere between the neutral and tend towards [[Failure]] although they don't get close enough to the latter to the point of being similar. A [[No Can Do]] sound is mostly informative; it does not reflect an evaluation of the action of the player  -- although the informs about something that can not be done and, as such, there is no point in repeating.
 +
 +
 +
 +
whose 'emotional' message
 +
 
}}
 
}}

Revision as of 10:13, 11 August 2011

Front face Back face
The card's front face The card's back face

Synopsis

Signalling something impossible.

Relationships

Context:
Awareness .
Close to:
Failure .
Makes use of:
Sound Effects , Foley , Dialogue .

Description

The interaction between the PC/player and the game world implies experimentation, at least until the rules of the game world are well understood. To signal impossible actions, designers frequently resort to sound.

Some solutions resort to a Sound Effect. If we think of a continuum between the a sound of Achievement and a sound of Failure, sounds of No Can Do 'feel' somewhere between the neutral and tend towards Failure although they don't get close enough to the latter to the point of being similar. A No Can Do sound is mostly informative; it does not reflect an evaluation of the action of the player -- although the informs about something that can not be done and, as such, there is no point in repeating.


whose 'emotional' message

Examples

[show less examples...]



NoCanDo-front-v10.pngNoCanDo-back-v10.png