Difference between revisions of "Chitchat"

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Chitchat can also integrate solutions to represent [[Unaware NPC]] and to denounce NPC location (a form of [[Beacon Locator]]), but those are different cases of [[Awareness]] that we don't intend to reach in this particular card.
 
Chitchat can also integrate solutions to represent [[Unaware NPC]] and to denounce NPC location (a form of [[Beacon Locator]]), but those are different cases of [[Awareness]] that we don't intend to reach in this particular card.
 
|examples=  
 
|examples=  
 
 
In Assassin's Creed and Oblivion some [[Chitchat]] sentences are part of [[Signature]]. In both games, sometimes this [[Chiitchat]]  is directed to the PC.
 
 
In Far Cry 2, inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants [[Chitchat]] while they are tolerant to the PC's presence (that is, even if they are aware of the PC)
 
 
| ex1=<mt p="Chitchat" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140">Dense background conversations including [[Chitchat]] are very consistent in this game.</mt>
 
| ex1=<mt p="Chitchat" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140">Dense background conversations including [[Chitchat]] are very consistent in this game.</mt>
 
| ex2=<mt p="Chitchat" g="Oblivion" h="140">Some [[Chitchat]] sentences, like the variants referring mud crabs are part of the game's [[Signature]]. Also, sometimes [[Chitchat]] is directed to the PC.</mt>
 
| ex2=<mt p="Chitchat" g="Oblivion" h="140">Some [[Chitchat]] sentences, like the variants referring mud crabs are part of the game's [[Signature]]. Also, sometimes [[Chitchat]] is directed to the PC.</mt>
| ex3=<mt p="Chitchat" g="Far Cry 2" h="140">A conversation between two NPC in a cease fire zone</mt>
+
| ex3=<mt p="Chitchat" g="Far Cry 2" h="140">Inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants [[Chitchat]] while they are tolerant to the PC's presence (that is, even if they are aware of the PC)</mt>
| ex3=<mt p="Chitchat" g="Infamous" h="140">In Infamous part of the NPC's [[Dialogue]] is [[Chitchat]] that not only integrates the [[Acoustic Ecology]] but, more interstingly, shapes it, according to an [[Emotional Script]] that evolves during the game in function of the player's actions.</mt>
+
| ex4=<mt p="Chitchat" g="Infamous" h="140">In Infamous part of the NPC's [[Dialogue]] is [[Chitchat]] that not only integrates the [[Acoustic Ecology]] but, more interstingly, shapes it, according to an [[Emotional Script]] that evolves during the game in function of the player's actions.</mt>
 
}}
 
}}

Revision as of 23:18, 21 August 2011

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Synopsis

NPC’s Dialogue that is not central to the course of action.

Relationships

Contexts:
Character Soundprint , Narrative , Emotional Script , unaware NPC .
Possibly with:
Grunts .
Makes use of:
Dialogue , Acoustic Ecology .

Description

Chitchat encompasses the forms of NPC Dialogue which are relevant to participate in the game's Acoustic Ecology but which do not carry information relevant for the Gameplay. Chitchat can also integrate solutions to represent Unaware NPC and to denounce NPC location (a form of Beacon Locator), but those are different cases of Awareness that we don't intend to reach in this particular card.

Examples

Assassin's Creed 2: Dense background conversations including Chitchat are very consistent in this game.
Oblivion: Some Chitchat sentences, like the variants referring mud crabs are part of the game's Signature. Also, sometimes Chitchat is directed to the PC.
Far Cry 2: Inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants Chitchat while they are tolerant to the PC's presence (that is, even if they are aware of the PC)
[show less examples...]
Infamous: In Infamous part of the NPC's Dialogue is Chitchat that not only integrates the Acoustic Ecology but, more interstingly, shapes it, according to an Emotional Script that evolves during the game in function of the player's actions.



Chitchat-front-v10.pngChitchat-back-v10.png