Difference between revisions of "Narrative"

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| rel3=[[Dialogue]], [[Cut-Scenes]], [[Gameplay]], [[Acoustic Ecology]], [[Contextual Music]], [[Levelled Performance]], [[Eavesdropping]], [[Audio Logs]], [[Chitchat]], [[Grunts]], [[Footsteps]], ...<br>
 
| rel3=[[Dialogue]], [[Cut-Scenes]], [[Gameplay]], [[Acoustic Ecology]], [[Contextual Music]], [[Levelled Performance]], [[Eavesdropping]], [[Audio Logs]], [[Chitchat]], [[Grunts]], [[Footsteps]], ...<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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| description=
 +
[[Narrative]] is mostly conveyed through [[Dialogue]]. Yet it may reach the player/PC in a combination of different ways which include a [[Narrator]], [[Cut-Scenes]], the [[Helper Voice]],  [[Audio Logs]] scattered and collectible, [[Radio|Radios]],  conversations with NPC during
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| examples=
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Cut-Scenes in Assassins Creed
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In Ecco the Dolphin, other NPC tell the story, for which the PC has to address them ([[Address Others]]).
 
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}}

Revision as of 23:01, 13 August 2011

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

Synopsis

The contributions of sound to the narrative.

Relationships

Context:
Sound Design in Games .
Relates to:
Genre File:M385px-Genre-front-v20.png, Emotional Script .
May use many, including:
Dialogue , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png, Acoustic Ecology , Contextual Music , Levelled Performance , Eavesdropping , Audio Logs File:M385px-AudioLogs-front-v20.png, Chitchat , Grunts , Footsteps , ....

Description

Narrative is mostly conveyed through Dialogue. Yet it may reach the player/PC in a combination of different ways which include a Narrator, Cut-Scenes, the Helper Voice, Audio Logs scattered and collectible, Radios, conversations with NPC during

Examples

Cut-Scenes in Assassins Creed In Ecco the Dolphin, other NPC tell the story, for which the PC has to address them (Address Others).

[show less examples...]



Narrative-front-v10.pngNarrative-back-v10.png