Difference between revisions of "Awareness"

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<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>
 
 
{{Card
 
{{Card
 
| name =Awareness
 
| name =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 23:27, 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

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.

Many of the sound explorations in a game could be classified as Awareness. Still, some of the explorations approach very specific problems for which also specific solutions have been found. Those include Failure, Achievement, No Can Do, Hurry Up!, Window of Opportunity, Beacon Locator, Ouch!, Imminent Death, Seeking for PC, Unaware NPC. Even PC's and NPC's Character Soundprint serves the purpose of informing about the character's closeness, Identification, health state, etc.

To a certain extent, sounds of Awareness are mostly unidirectional -- that is, they output something. Yet, if these sounds are designed in a way that they effectively produce changes in the player, namely in terms of the Emotional Script, they may be instrumental to shape the players input.

In Tomb Raider Underworld, the signaling of checkpoints is done exclusively through sound (a Sound Effect). 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. In Assassin's Creed, the identification of nearby guards is signaled by a pulsing Sound Effect.

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