Difference between revisions of "Papa Sangre"
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| ex2=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex2=<mt prompt="[[Ambiance]]" p="Ambiance" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex3=<mt prompt="[[Anticipation]]" p="Anticipation" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.</mt> | | ex3=<mt prompt="[[Anticipation]]" p="Anticipation" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.</mt> | ||
− | | ex4=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | + | | ex4=<mt prompt="[[Awareness]]" p="Awareness" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}" i=2></mt> |
| ex5=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locator]]s are consistently explored in this game's [[Gameplay]].</mt> | | ex5=<mt prompt="[[Beacon Locator]]" p="BeaconLocator" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Beacon Locator]]s are consistently explored in this game's [[Gameplay]].</mt> | ||
| ex6=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt> | | ex6=<mt prompt="[[Breath]]" p="Breath" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">[[Breath]] helps to characterise the pace (running, instead of walking) and provides one more element to give existence to a character who the player never sees.</mt> |
Revision as of 22:41, 29 September 2011
Synopsis
List of identified patterns
Achievement , Ambiance
, Anticipation
, Awareness
, Beacon Locator
, Breath
, Character Soundprint
, Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Death
, Dialogue
, Emotional Script
, Foley
, Footsteps
, Grunts
, Helper Voice
, Menus
, Music
, Narrative
, No Can Do
, Seeking for PC
, Sound Decoys
, Sound Effects
, Stealth
, Unaware NPC
, Requisite Variety File:M385px-RequisiteVariety-front-v20.png.
Examples
![]() ![]() Anticipation: Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.
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![]() ![]() Footsteps: The sound of the Footsteps are in the core of the Gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
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![]() ![]() Helper Voice: In the beginning of the game, 'a fluttery watery thing' presents itself as someone the player cannot see but who is there to help.
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![]() ![]() Sound Decoys: In this particular level, noisy chicken may be released to divert the opponents from the PC's position and Footstep sounds. In other levels the PC's own Footsteps can be used to lure an opponent away from a position that needs to be visited (as the Helper Voice suggests).
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![]() ![]() R-A-E-D Iterations: A three phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an Engagement -- in this game the actual Engagement is equal to Death -- but instead a possible second degree of Anticipation (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: '... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...'
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