Difference between revisions of "Menus"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 17: Line 17:
 
| rel4=[[Foley]]<br>
 
| rel4=[[Foley]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 +
| description=
 +
Sound in menus augments players' [[Awareness]] for their actions.
 +
Frequently it is possible to feel at least three kinds of semantics in menus sounds: navigation ('neutral' sounds), acceptance ('positive' sounds), refusal ('negative' sounds).
 +
 +
In same games, sound in menus is also playful. Sometimes it is a matter of [[Aesthetics]], other times it relates to the game design that extends the gameplay into the menu. In particular cases there is even a feeling that when accessing the menus the user does not leave the [[Acoustic Ecology]] of the game world.
 +
 
| examples=
 
| examples=
| ex1=<mt altg="Rez HD" g="Rez" p="Menus-1-XS"></mt>
+
| ex1=<mt altg="Rez HD" g="Rez" p="Menus" mod="-1" mmod="-{{MtSize}}">The menu behaves as an instrument, and sounds are common to those heard during gameplay</mt>  
| ex2=<mt altg="Rez HD" g="Rez" p="Menus-1-M"></mt>
+
| ex3=<mt altg="Rez HD" g="Rez" p="Menus-1-XL"></mt>
+
| ex4=<mt altg="Rez HD" g="Rez" p="Menus" mod="-1" mmod="-{{MtSize}}"></mt>  
+
 
}}
 
}}

Revision as of 08:53, 13 August 2011

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

Synopsis

Sounds in game menus.

Relationships

Context:
Sound Places File:M385px-SoundPlaces-front-v20.png.
Peers:
Title Screens , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png.
Often uses:
Music , Contextual Music , Sound Effects .
May use:
Foley .

Description

Sound in menus augments players' Awareness for their actions. Frequently it is possible to feel at least three kinds of semantics in menus sounds: navigation ('neutral' sounds), acceptance ('positive' sounds), refusal ('negative' sounds).

In same games, sound in menus is also playful. Sometimes it is a matter of Aesthetics, other times it relates to the game design that extends the gameplay into the menu. In particular cases there is even a feeling that when accessing the menus the user does not leave the Acoustic Ecology of the game world.

Examples

Rez HD: The menu behaves as an instrument, and sounds are common to those heard during gameplay
[show less examples...]



Menus-front-v10.pngMenus-back-v10.png