Difference between revisions of "Narrative"

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| ex2=<mt p="Narrative" g="Bioshock" h="140"></mt>
 
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| ex3=<mt p="Narrative" g="Flower" h="140"></mt>
 
| ex3=<mt p="Narrative" g="Flower" h="140"></mt>
| ex4=<mt p="Narrative" g="Chaos Theory" h="200"></mt>
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| ex4=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="200"></mt>
 
| ex5=<mt p="Narrative" g="Papa Sangre" h="140"></mt>
 
| ex5=<mt p="Narrative" g="Papa Sangre" h="140"></mt>
| ex6=<mt p="Narrative" g="Silent Hill" h="188"></mt>
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Revision as of 17:21, 12 September 2011

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

Synopsis

The contributions of sound to the narrative.

Relationships

Context:
Sound Design in Games .
Relates to:
Genre File:M385px-Genre-front-v20.png, Emotional Script .
May use many, including:
Dialogue , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png, Acoustic Ecology , Contextual Music , Levelled Performance , Eavesdropping , Audio Logs File:M385px-AudioLogs-front-v20.png, Chitchat , Grunts , Footsteps , ....

Description

Narrative is mostly conveyed through Dialogue. Yet it may reach the player/PC through a combination of different explorations which include a Narrator, Cut-Scenes, a Helper Voice, scattered and collectible Audio Logs, Radios, conversations with NPC during (Dialogue), or even by Eavesdropping NPC.

Examples

Demon's Souls:
Bioshock:
Flower:
[show less examples...]
Tom Clancy's Splinter Cell: Chaos Theory:
Papa Sangre:
Silent Hill:



Narrative-front-v10.pngNarrative-back-v10.png