Difference between revisions of "Make Sound not War"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 27: Line 27:
 
| examples=
 
| examples=
 
| ex1=<mt p="Music" g="LocoRoco" altg="Loco Roco" i="2" w="{{R16by9W}}" h="{{R16by9H}}">Loco Roco offers a rich and delightful experience with no conflict other than avoiding to be bitten by the Moja</mt>
 
| ex1=<mt p="Music" g="LocoRoco" altg="Loco Roco" i="2" w="{{R16by9W}}" h="{{R16by9H}}">Loco Roco offers a rich and delightful experience with no conflict other than avoiding to be bitten by the Moja</mt>
| ex2=<mt p="MakeSoundNotWar" g="Mini Ninjas" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
+
| ex5=<mt p="MakeSoundNotWar" g="Mini Ninjas" w="{{R5by4W}}" h="{{R5by4H}}"></mt>
 
| ex3=<mt p="MakeSoundNotWar" g="Aquaria" h="200"></mt>
 
| ex3=<mt p="MakeSoundNotWar" g="Aquaria" h="200"></mt>
 
| ex4=<mt p="MakeSoundNotWar" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex4=<mt p="MakeSoundNotWar" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex2=<mt p="MakeSoundNotWar" g="Ocarina Of Time" altg="Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">the Big Boss of the Gorons is "defeated" not by force but by getting pleased with the playing of a particular song. This circumstance provides an interesting twist in the [[Emotional Script]]</mt>
 
| ex2=<mt p="MakeSoundNotWar" g="Ocarina Of Time" altg="Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">the Big Boss of the Gorons is "defeated" not by force but by getting pleased with the playing of a particular song. This circumstance provides an interesting twist in the [[Emotional Script]]</mt>
 
}}
 
}}

Revision as of 01:06, 20 September 2011

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

Synopsis

Sound supporting creative alternatives to conflict.

Relationships

Context:
Consequent Sound , Engagement , Emotional Script .
Includes:
Sing to Act , Play the Beat File:M385px-PlayTheBeat-front-v20.png, Sound Decoys , Echolocation , Address Others .
Contrasts with:
Sonic Weapon .
May imply:
Sound Input .

Description

In a moment when so many games tend towards belligerent narratives, it is relevant to think of audio as a creativity opportunity, also to come up with ideas that offer alternatives to those types of conflict.

Examples

Loco Roco: Loco Roco offers a rich and delightful experience with no conflict other than avoiding to be bitten by the Moja
Ocarina of Time: the Big Boss of the Gorons is "defeated" not by force but by getting pleased with the playing of a particular song. This circumstance provides an interesting twist in the Emotional Script
Aquaria:
[show less examples...]
Spore:
Mini Ninjas:

Additional Comments

  • Nature provides many insightful examples of the use of sound to address conflicts, instead of actual physical confrontation, namely through the evaluation of the other party’s potential. The ability to perform sound – loud, long, accurate, ... – is many times an indicator of potential – health, size, maturity, ... Examples include: passerine birds singing to dispute territory, dogs barking, etc.
[pending: references to some interesting resources in this matter. e.g.: David Attenborough "the winner is the one who sings the longest" (something like that)].

External Resources

  • ancient rituals of confrontation through vocalizations
    • Baraka 12:29 (chapter 4)

MakeSoundNotWar-front-v10.pngMakeSoundNotWar-back-v10.png