Difference between revisions of "Awareness"

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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
| description=
 
| description=
 
+
{| class="wikitable"
 +
|-
 +
|<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
 +
|<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
 +
|<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
 +
|-
 +
|<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
 +
|<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
 +
|<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
 +
|}
 
Sounds of [[Awareness]] expose aspects of a circumstance that demand some degree of attention, relevant to [[Gameplay]]. These stimuli may either evidence a problem, inform about a state, emphasize an opportunity, or reinforce a positive happening.
 
Sounds of [[Awareness]] expose aspects of a circumstance that demand some degree of attention, relevant to [[Gameplay]]. These stimuli may either evidence a problem, inform about a state, emphasize an opportunity, or reinforce a positive happening.
  
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References to the role of sound as a display
 
References to the role of sound as a display
 
}}
 
}}
 +
 +
{| class="wikitable"
 +
|-
 +
|<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
 +
|<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
 +
|<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
 +
|-
 +
|<mt g="Tomb Raider Underworld" p="Awareness">In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a [[Sound Effect]])</mt>
 +
|<mt g="Crysis" p="Awareness">In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message [[Dialogue]]</mt>
 +
|<mt g="Assassin's Creed" p="Awareness">In Assassin's Creed, the identification of nearby guards is signaled by a pulsing [[Sound Effect]]</mt>
 +
|}

Revision as of 22:58, 11 August 2011

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

Synopsis

Sound promoting awareness for some gameplay aspect.

Relationships

Context:
Gameplay File:M385px-Gameplay-front-v20.png.
Relates to:
Emotional Script , Narrative .
May use many, including:
Character Soundprint , Failure , Achievement , No Can Do , Hurry Up! , Window of Opportunity , Beacon Locator , Identification , Ouch! , Imminent Death , Seeking for PC , Unaware NPC , ....

Description

{

Examples

Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)
Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue
Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect
[show less examples...]



Awareness-front-v10.pngAwareness-back-v10.png

Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)
Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue
Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect
Tomb Raider Underworld: In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect)
Crysis: In Crysis, the warning of critical energy, that for instance voids the invisibility feature of the PC's suit, is communicated by the equipment through a voice message Dialogue
Assassin's Creed: In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect