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. | ||
| Line 32: | Line 41: | ||
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
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| The card's front face | The card's back face |
Contents
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
![]() ![]() 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 |