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. | ||
| examples= | | examples= |
Revision as of 18:12, 21 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 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