Difference between revisions of "Identification"

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The design of the sounds that will eventually turn a identity identifiable calls for the appreciation of the [[Acoustic Ecology]] of the game, of which such new sounds will eventually become part of.  
 
The design of the sounds that will eventually turn a identity identifiable calls for the appreciation of the [[Acoustic Ecology]] of the game, of which such new sounds will eventually become part of.  
 
 
| examples=
 
| examples=
 
| ex2=<mt p="Identification" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}">Big Daddies' Character Soundprint allows their Identification before Eye Contact. This is important because unlike many other NPC in the game, the player wants to find them. Prompt Identification of the specific type of enemy is crucial in this game due to the need to timely readying the proper weapons. This is possible thanks to their Signatures. For instance Spider Slicers are very quick, attack from the roof, and only a certain characteristic sound allows to spot them before actual eye contact.</mt>
 
| ex2=<mt p="Identification" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}">Big Daddies' Character Soundprint allows their Identification before Eye Contact. This is important because unlike many other NPC in the game, the player wants to find them. Prompt Identification of the specific type of enemy is crucial in this game due to the need to timely readying the proper weapons. This is possible thanks to their Signatures. For instance Spider Slicers are very quick, attack from the roof, and only a certain characteristic sound allows to spot them before actual eye contact.</mt>
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| ex1=<mt p="Identification" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The radio that Harry carries with him emits a static interference that allows to identify nearby creatures.</mt>
 
| ex1=<mt p="Identification" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}">The radio that Harry carries with him emits a static interference that allows to identify nearby creatures.</mt>
 
| ex3=<mt p="Identification" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">These bats make a sound that allows to acknowledge that they are close by.</mt>
 
| ex3=<mt p="Identification" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}">These bats make a sound that allows to acknowledge that they are close by.</mt>
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<!--| ex6=<mt p="Identification" g="Infamous" altg="inFamous" w="{{R16by9W}}" h="{{R16by9H}}">This kind of NPC is extremely dangerous because it throws itself against Cole, full explosives. Still it has a particular Signature that allows its Identification and prompt reaction.</mt>-->
| ex6=<mt p="Identification" g="Infamous" altg="inFamous" w="{{R16by9W}}" h="{{R16by9H}}">This kind of NPC is extremely dangerous because it throws itself against Cole, full explosives. Still it has a particular Signature that allows its Identification and prompt reaction.</mt>
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Revision as of 15:41, 6 October 2011

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

Synopsis

Promoting the recognition of entities through their distinctive soundprints.

Relationships

Context:
Awareness .
May call for:
Signature , Character Soundprint , Beacon Locator , Requisite Variety File:M385px-RequisiteVariety-front-v20.png, Acoustic Ecology .
Should not compromise:
Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

Description

Identification refers to the ability to associate soundprints with their source entities – be they NPC, resources, or other objects in the world.
In the case of characters, Identification consists in the perception of their Character Soundprint.
Identification potentiates accurate behaviour, reduces ambiguities and sets the context that in turn allows to complete their representation.

In terms of Gameplay, the kind of Awareness provided by Identification is especially relevant when in absence of visual contact with the emitting source.
Beacon Locators constitute one further exploration that exaggerates the acoustic presence of an entity to make it more noticed and localizable.
In games that support Stealth behaviour or that are open-world enough to provide alternative roaming, Identification of NPC is instrumental.

In all cases, the adoption of Signature soundprints, by definition, contributes to Identification and allows refined reaction. For instance, if different types of opponents have distinctive Chitchat or Foley, the player can readily draw up the appropriate weapons, before eye contact.

The issue of Requisite Variety, which concerns the perception of repetition, becomes more complex when different entities are not all treated alike, as it is the case implied by Identification. In this case Requisite Variety applies not only among the all set of entities but also for each particular kind of entity.

The design of the sounds that will eventually turn a identity identifiable calls for the appreciation of the Acoustic Ecology of the game, of which such new sounds will eventually become part of.

Examples

Silent Hill: The radio that Harry carries with him emits a static interference that allows to identify nearby creatures.
Bioshock: Big Daddies' Character Soundprint allows their Identification before Eye Contact. This is important because unlike many other NPC in the game, the player wants to find them. Prompt Identification of the specific type of enemy is crucial in this game due to the need to timely readying the proper weapons. This is possible thanks to their Signatures. For instance Spider Slicers are very quick, attack from the roof, and only a certain characteristic sound allows to spot them before actual eye contact.
The Legend of Zelda:Ocarina of Time: These bats make a sound that allows to acknowledge that they are close by.
[show less examples...]
Oblivion: Foes are usually clearly audible which is relevant in terms of exploration of the spaces.
inFamous: harmful NPC make themselves announce.
Crysis: In this circumstance the soldiers' talk avoids that the PC unwillingly exposes himself and runs in a direct confrontation. Also, the talk tells beforehand that there is more than one soldier.



Identification-front-v10.pngIdentification-back-v10.png