Difference between revisions of "Awareness"
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− | Sounds of [[Awareness]] expose aspects of a circumstance that demand some degree of attention, relevant to [[Gameplay]]. These stimuli may either evidence a problem, inform about a state, emphasize an opportunity, or reinforce | + | Sounds of [[Awareness]] expose aspects of a circumstance that demand some degree of attention, relevant to [[Gameplay]]. These stimuli may either evidence a problem, inform about a state, emphasize an opportunity, or reinforce the outcome of happening. |
− | Many of the sound explorations in a game could be classified as [[Awareness]]. Still, some of the explorations approach very specific problems for which also specific solutions have been found. Those include [[Failure]], [[Achievement]], [[No Can Do]], [[Hurry Up!]], [[Window of Opportunity]], [[Beacon Locator]], [[Ouch!]], [[Imminent Death]], [[Seeking for PC]], [[Unaware NPC]]. Even PC's and NPC's [[Character Soundprint]] serves the purpose of informing about the character's closeness, [[Identification]], health state, etc. | + | Many of the sound explorations in a game could be classified as [[Awareness]]. Still, some of the explorations approach very specific problems for which also specific solutions have been found. Those include [[Failure]], [[Achievement]], [[No Can Do]], [[Hurry Up!]], [[Window of Opportunity]], [[Beacon Locator]], [[Ouch!]], [[Imminent Death]], [[Seeking for PC]], and [[Unaware NPC]]. Even PC's and NPC's [[Character Soundprint]] serves the purpose of informing about the character's closeness, [[Identification]], health state, etc. |
To a certain extent, sounds of [[Awareness]] are mostly unidirectional -- that is, they ''output'' something. Yet, if these sounds are designed in a way that they effectively produce changes in the player, namely in terms of the [[Emotional Script]], they may be instrumental to shape the players input. | To a certain extent, sounds of [[Awareness]] are mostly unidirectional -- that is, they ''output'' something. Yet, if these sounds are designed in a way that they effectively produce changes in the player, namely in terms of the [[Emotional Script]], they may be instrumental to shape the players input. |
Revision as of 17:48, 19 August 2011
The card's front face | The card's back face |
Synopsis
Sound promoting awareness for some gameplay aspect. |
Relationships
Context:
Gameplay File:M385px-Gameplay-front-v20.png.
Relates to:
Emotional Script , Narrative .
May use many, including:
Character Soundprint , Failure , Achievement , No Can Do , Hurry Up! , Window of Opportunity , Beacon Locator , Identification , Ouch! , Imminent Death , Seeking for PC , Unaware NPC , ....
Description
Sounds of Awareness expose aspects of a circumstance that demand some degree of attention, relevant to Gameplay. These stimuli may either evidence a problem, inform about a state, emphasize an opportunity, or reinforce the outcome of happening.
Many of the sound explorations in a game could be classified as Awareness. Still, some of the explorations approach very specific problems for which also specific solutions have been found. Those include Failure, Achievement, No Can Do, Hurry Up!, Window of Opportunity, Beacon Locator, Ouch!, Imminent Death, Seeking for PC, and Unaware NPC. Even PC's and NPC's Character Soundprint serves the purpose of informing about the character's closeness, Identification, health state, etc.
To a certain extent, sounds of Awareness are mostly unidirectional -- that is, they output something. Yet, if these sounds are designed in a way that they effectively produce changes in the player, namely in terms of the Emotional Script, they may be instrumental to shape the players input.
Examples
External Resources
References to the role of sound as a display