Difference between revisions of "Radio"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 18: Line 18:
  
 
| description=
 
| description=
It is fairly common to came across [[Radio|Radios]] in open-world games. Inserting this objects in the game world
+
It is fairly common to came across [[Radio|Radios]] in open-world games. The inclusion of this objects in the game world is evidently a sound design decision.
  
 
They may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the [[Gameplay]]. They may also play a role during [[Stealth]] performance.
 
They may only convey [[Diegetic Music]] but many times they serve the [[Narrative]], or act as [[Helper Voice]] by providing information relevant to the [[Gameplay]]. They may also play a role during [[Stealth]] performance.
Line 30: Line 30:
 
| ex3=<mt p="Radio" g="Death to Right>The news contribute with a bit more of information.</mt>
 
| ex3=<mt p="Radio" g="Death to Right>The news contribute with a bit more of information.</mt>
 
| ex4=<mt p="Radio" g="Chaos Theory" altg="Splinter Cell Chaos Theory">In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed.</mt>
 
| ex4=<mt p="Radio" g="Chaos Theory" altg="Splinter Cell Chaos Theory">In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed.</mt>
| ex5=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4">The radio justifies in a diegetic way the music that integrates the Acoustic Ecology.</mt>
+
| ex5=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4">The radio contributes in a naturalist manner with music that completes the Acoustic Ecology. Cars are also equipped with radio and it is possible to change station.</mt>
 
| ex6=<mt p="Radio" g="Silent Hill">In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby.</mt>
 
| ex6=<mt p="Radio" g="Silent Hill">In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby.</mt>
 
}}
 
}}

Revision as of 22:54, 15 August 2011

Deck←
This is a candidate pattern, which may enter version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Synopsis

Actual radio devices with emission is relevant.

Relationships

Contexts:
Narrative , Helper Voice .

May relate:
Diegetic Music,Sound Suppressing File:M385px-DiegeticMusic,SoundSuppressing-front-v20.png, Stealth .
Relates to:
Audio Logs File:M385px-AudioLogs-front-v20.png.

Description

It is fairly common to came across Radios in open-world games. The inclusion of this objects in the game world is evidently a sound design decision.

They may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the Gameplay. They may also play a role during Stealth performance.

Radios are related but different from Audio Logs. The latter usually present scattered and anachronical pieces of past testimonies, and serve distinctive purposes

Examples

Considering that this is still a candidate pattern, we present more examples then usually, to better support the discussion.

Portal: This radio, found in beginning of the game, presents a melody that will make sense later in the game.
Far Cry 2: There are even missions where the radio emission is central.
: The news contribute with a bit more of information.
[show less examples...]
Splinter Cell Chaos Theory: In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed.
Grand Theft Auto 4: The radio contributes in a naturalist manner with music that completes the Acoustic Ecology. Cars are also equipped with radio and it is possible to change station.
Silent Hill: In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby.



Radio-front-v10.pngFile:Radio-back-v10.png