Difference between revisions of "Menus"
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Frequently it is possible to feel at least three kinds of semantics in menus sounds: navigation ('neutral' sounds), acceptance ('positive' sounds), refusal ('negative' sounds). | 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 | + | 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" mod="-1" mmod="-{{MtSize}}">The menu behaves as an instrument, and sounds are common to those heard during gameplay</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> | ||
}} | }} |
Revision as of 08:54, 13 August 2011
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The card's front face | The card's back face |
Contents
[hide]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