Difference between revisions of "Narrative"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 18: Line 18:
 
[[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]], [[Radio|Radios]],  conversations with NPC during ([[Dialogue]]), or even by [[Eavesdropping]] NPC.
 
[[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]], [[Radio|Radios]],  conversations with NPC during ([[Dialogue]]), or even by [[Eavesdropping]] NPC.
 
| examples=
 
| examples=
| ex1=<mt p="Narrative" g="Demons Souls" altg="Demon's Souls" h="140"></mt>
+
| ex1=<mt p="Narrative" g="Demons Souls" altg="Demon's Souls" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Narrative" g="Bioshock" h="140"></mt>
+
| ex2=<mt p="Narrative" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="Narrative" g="Flower" h="140"></mt>
+
| ex3=<mt p="Narrative" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex4=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="200"></mt>
+
| ex4=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}></mt>
| ex5=<mt p="Narrative" g="Papa Sangre" h="140"></mt>
+
| ex5=<mt p="Narrative" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex6=<mt p="Narrative" g="Silent Hill" h="140"></mt>
+
| ex6=<mt p="Narrative" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt>
| ex7=<mt p="Narrative" g="Ecco" altg="Ecco the Dolphin" h="140">The PC addresses the NPC ([[Address Others]]) so that they tell the story (and other information)</mt>
+
| ex7=<mt p="Narrative" g="Ecco" altg="Ecco the Dolphin" w="{{RPS2W}}" h="{{RPS2H}}">The PC addresses the NPC ([[Address Others]]) so that they tell pieces of the story (and other information).</mt>
| ex8=<mt p="Narrative" g="Patapon" h="140">The [[Narrative]] sometimes interweaves with [[Levelled Performance]], because the unlocking of sound performance abilities is accompanied with a new piece of the story [pending: double check this].</mt>
+
| ex8=<mt p="Narrative" g="Patapon">The [[Narrative]] sometimes interweaves with [[Levelled Performance]], because the unlocking of sound performance abilities is accompanied with a new piece of the story [pending: double check this].</mt>
 
}}
 
}}

Revision as of 00:21, 20 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:
Ecco the Dolphin: The PC addresses the NPC (Address Others) so that they tell pieces of the story (and other information).
Patapon: The Narrative sometimes interweaves with Levelled Performance, because the unlocking of sound performance abilities is accompanied with a new piece of the story [pending: double check this].



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