Difference between revisions of "Levelled Performance"

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Developing the PC's abilities step-by-step 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.
 
Developing the PC's abilities step-by-step 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.
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[[Levelled performance]] can also serve the goal of managing the players' interest in the game by  extending the delivery of novelty along the experience, . Again, this is not particular to sound design – it something sound designer may ''also'' wish/need to consider.
  
 
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Revision as of 18:12, 21 August 2011

Front face Back face
The card's front face The card's back face

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 step-by-step 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.

Levelled performance can also serve the goal of managing the players' interest in the game by extending the delivery of novelty along the experience, . Again, this is not particular to sound design – it something sound designer may also wish/need to consider.

Examples

Guitar Hero: Being able to select difficulty levels (here 'easy', 'medium', 'hard', 'expert') is a solution that extends to sound-related aspects of performance
Aquaria: Songs that allow specific abilities are learnt one at a time along the game
Patapon: Songs and, later, Miracles that trigger specific effects, are progressively made available along the the game.
[show less examples...]
Ocarina of Time: Songs are learnt one at a time along the game



LevelledPerformance-front-v10.pngLevelledPerformance-back-v10.png