Difference between revisions of "Chitchat"

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(The page for the sound design pattern/card named Chitchat)
 
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| rel3=[[Dialogue]], [[Acoustic Ecology]]<br>
 
| rel3=[[Dialogue]], [[Acoustic Ecology]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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|description=[[Chitchat]] encompasses the forms of NPC [[Dialogue]] which are relevant to participate in the game's [[Acoustic Ecology]] but which do not carry information relevant for the [[Gameplay]].
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Chitchat can also integrate solutions to represent [[Unaware NPC]] and to denounce NPC location (a form of [[Beacon Locator]]), but those are different cases of [[Awareness]] that we don't intend to reach in this particular card.
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|examples=
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In Infamous part of the NPC's [[Dialogue]] is [[Chitchat]] that not only integrates the [[Acoustic Ecology]] but, more interstingly, shapes it, according to an [[Emotional Script]] that evolves during the game in function of the player's actions.
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In Assassin's Creed and Oblivion some [[Chitchat]] sentences are part of [[Signature]]. In both games, sometimes this [[Chiitchat]]  are directed to the PC.
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In Far Cry 2, inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants [[Chitchat]] while they are tolerant to the PC's presence (that is, even if they are aware of the PC)
 
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Revision as of 21:43, 13 August 2011

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

Synopsis

NPC’s Dialogue that is not central to the course of action.

Relationships

Contexts:
Character Soundprint , Narrative , Emotional Script , unaware NPC .
Possibly with:
Grunts .
Makes use of:
Dialogue , Acoustic Ecology .

Description

Chitchat encompasses the forms of NPC Dialogue which are relevant to participate in the game's Acoustic Ecology but which do not carry information relevant for the Gameplay. Chitchat can also integrate solutions to represent Unaware NPC and to denounce NPC location (a form of Beacon Locator), but those are different cases of Awareness that we don't intend to reach in this particular card.

Examples

In Infamous part of the NPC's Dialogue is Chitchat that not only integrates the Acoustic Ecology but, more interstingly, shapes it, according to an Emotional Script that evolves during the game in function of the player's actions.

In Assassin's Creed and Oblivion some Chitchat sentences are part of Signature. In both games, sometimes this Chiitchat are directed to the PC.

In Far Cry 2, inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants Chitchat while they are tolerant to the PC's presence (that is, even if they are aware of the PC)

[show less examples...]



Chitchat-front-v10.pngChitchat-back-v10.png