Difference between revisions of "Address Others"
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− | 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. | + | 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. Motivations may relate to the [[Gameplay]], or simply be part of the exploratory dimension of the experience. |
| examples= | | examples= | ||
| ex1=<mt p="AddressOthers" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140">Ezio addressing hired people either using [[Dialogue]] or by whistling, with semantics equivalent to 'stay' and 'come'. </mt> | | ex1=<mt p="AddressOthers" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140">Ezio addressing hired people either using [[Dialogue]] or by whistling, with semantics equivalent to 'stay' and 'come'. </mt> | ||
| ex2=<mt p="AddressOthers" g="Uncharted 2" h="140">Nathan can exchange compliments with the villagers or even pet a yak, using [[Dialogue]]</mt> | | ex2=<mt p="AddressOthers" g="Uncharted 2" h="140">Nathan can exchange compliments with the villagers or even pet a yak, using [[Dialogue]]</mt> | ||
− | | ex3=<mt p="AddressOthers" g="Dead To Rights: Retribution" altg="Dead to Rights" h="140">Jack asking is sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes this contributions are instrumental to success.</mt> | + | | ex3=<mt p="AddressOthers" g="Ico" h="188">Ico calling Yorda is a [[Signature]] of this game and has high impact in the [[Emotional Script]]</mt> |
+ | | ex7=<mt p="AddressOthers" g="Dead To Rights: Retribution" altg="Dead to Rights" h="140">Jack asking is sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes this contributions are instrumental to success.</mt> | ||
| ex4=<mt p="AddressOthers" g="Heavy Rain" h="140">Ethan calling his son while seeking for him in the middle of the crowd in a shopping center.</mt> | | ex4=<mt p="AddressOthers" g="Heavy Rain" h="140">Ethan calling his son while seeking for him in the middle of the crowd in a shopping center.</mt> | ||
| ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140">John calling for a horse. He can also address people, in which case they exchange some compliment.</mt> | | ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140">John calling for a horse. He 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">Performing the mating call </mt> |
− | | | + | | ex9=<mt p="AddressOthers" g="Ocarina Of Time" altg="Ocarina of Time" h="188">playing 'Saria's song' in the ocarina allows to contact Saria.</mt> |
− | + | | ex8=<mt p="AddressOthers" g="Shadow of the Colossus" h="188">Wander is able to call is horse Agro. The call is adapted to the distance between them.</mt> | |
− | | | + | |
}} | }} |
Revision as of 21:48, 19 August 2011
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. Motivations may relate to the Gameplay, or simply be part of the exploratory dimension of the experience.
Examples