Difference between revisions of "Levelled Performance"
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| rel3=[[In-game Feedback]]<br> | | rel3=[[In-game Feedback]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
+ | | description = | ||
+ | Developing the PC's abilities by steps is a common practice in games. It allows the adaptation to a complex set of rules and/or controls in a methodic way. In that sense this pattern does not add novelty to the 'general approach'. Still, sound designers have to ponder the need to such levelling, and eventually to design it considering the specificities of the sound explorations they purpose. | ||
+ | |||
| examples= | | examples= | ||
− | | ex1=<mt p="LevelledPerformance" g="Guitar Hero" h="140"></mt> | + | | ex1=<mt p="LevelledPerformance" g="Guitar Hero" h="140">Being able to select difficulty levels (here 'easy', 'medium', 'hard', 'expert') is a solution that extends to sound-related aspects of performance</mt> |
− | | ex2=<mt p="LevelledPerformance" g="Aquaria" h="200"></mt> | + | | ex2=<mt p="LevelledPerformance" g="Aquaria" h="200">Songs that allow specific abilities are learnt one at a time along the game</mt> |
− | | ex3=<mt p="LevelledPerformance" g="Patapon" h="140"></mt> | + | | ex3=<mt p="LevelledPerformance" g="Patapon" h="140">Songs and, later, Miracles that trigger specific effects, are progressively made available along the the game.</mt> |
− | | ex4=<mt p="LevelledPerformance" g="Ocarina Of Time" altg="Ocarina of Time" h="188"></mt> | + | | ex4=<mt p="LevelledPerformance" g="Ocarina Of Time" altg="Ocarina of Time" h="188">Songs are learnt one at a time along the game</mt> |
}} | }} |
Revision as of 16:55, 17 August 2011
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The card's front face | The card's back face |
Contents
[hide]Synopsis
The progressive sophistication of gameplay performative actions. |
Relationships
Context:
Sound Input , Narrative
.
Less frequent context:
Play the Beat File:M385px-PlayTheBeat-front-v20.png.
Relates to:
In-game Feedback .
Description
Developing the PC's abilities by steps is a common practice in games. It allows the adaptation to a complex set of rules and/or controls in a methodic way. In that sense this pattern does not add novelty to the 'general approach'. Still, sound designers have to ponder the need to such levelling, and eventually to design it considering the specificities of the sound explorations they purpose.
Examples