Difference between revisions of "Address Others"
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| rel3=[[Dialogue]], [[Foley]]<br> | | rel3=[[Dialogue]], [[Foley]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
+ | | description= | ||
+ | |||
+ | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], whistling, and car honking. | ||
+ | |||
| examples= | | examples= | ||
| ex1=<mt p="AddressOthers" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140"></mt> | | ex1=<mt p="AddressOthers" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140"></mt> | ||
− | | ex2=<mt p="AddressOthers" g="Uncharted 2" h="140"></mt> | + | | ex2=<mt p="AddressOthers" g="Uncharted 2" h="140">Nathan exchanging compliments with </mt> |
− | | ex3=<mt p="AddressOthers" g="Dead To Rights" altg="Dead to Rights" h="140"></mt> | + | | ex3=<mt p="AddressOthers" g="Dead To Rights" altg="Dead to Rights" h="140">__ asking is sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover.</mt> |
− | | ex4=<mt p="AddressOthers" g="Heavy Rain" h="140"></mt> | + | | ex4=<mt p="AddressOthers" g="Heavy Rain" h="140">the PC calls for his son, in the middle of the confusion of a shopping center</mt> |
− | | ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140"></mt> | + | | ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140">the PC calling for a horse. The PC can also address people, in which case they exchange some compliment.</mt> |
| ex6=<mt p="AddressOthers" g="Spore" h="200"></mt> | | ex6=<mt p="AddressOthers" g="Spore" h="200"></mt> | ||
| ex7=<mt p="AddressOthers" g="Ico" h="188"></mt> | | ex7=<mt p="AddressOthers" g="Ico" h="188"></mt> | ||
| ex8=<mt p="AddressOthers" g="Ocarina Of Time" altg="Ocarina of Time" h="188"></mt> | | ex8=<mt p="AddressOthers" g="Ocarina Of Time" altg="Ocarina of Time" h="188"></mt> | ||
}} | }} |
Revision as of 19:46, 19 August 2011
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The card's front face | The card's back face |
Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound , Make Sound not War
.
May imply:
Sound Input .
Often uses:
Dialogue , Foley
.
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, whistling, and car honking.
Examples