Difference between revisions of "Levelled Performance"
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− | | | + | {{NoVideo | '''Guitar Hero: '''Being able to select difficulty levels (here 'easy', 'medium', 'hard', 'expert') is a solution that extends to sound-related aspects of performance}} |
− | | | + | | ex1=<mt p="LevelledPerformance" g="Aquaria" h="200">Songs that allow specific abilities are learnt one at a time along the game</mt> |
− | | | + | | ex2=<mt p="LevelledPerformance" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}">Songs and, later, Miracles that trigger specific effects, are progressively made available along the the game.</mt> |
− | | | + | | ex3=<mt p="LevelledPerformance" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">Songs are learnt one at a time along the game, as set by the [[Narrative]].</mt> |
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Revision as of 00:18, 20 September 2011
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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, but it is something sound designers may also wish/need to consider.
Examples
![]() ![]() The Legend of Zelda:Ocarina of Time: Songs are learnt one at a time along the game, as set by the Narrative.
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