Difference between revisions of "Affected Hearing"

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| description=
 
| description=
 
Ear impairment has an impact in the [[Emotional Script]] that has been explored in some games. Usually, it is associated to some condition that the player will be induced to avoid.
 
Ear impairment has an impact in the [[Emotional Script]] that has been explored in some games. Usually, it is associated to some condition that the player will be induced to avoid.
 
 
| examples=
 
| examples=
 
| ex1=<mt p="AffectedHearing" g="inFamous" w="{{R5by4W}}" h="{{R5by4H}}">When facing [[Imminent Death]] hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's health, signalling the need to stop taking damage and adopting a behaviour that allows recovery.</mt>  
 
| ex1=<mt p="AffectedHearing" g="inFamous" w="{{R5by4W}}" h="{{R5by4H}}">When facing [[Imminent Death]] hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's health, signalling the need to stop taking damage and adopting a behaviour that allows recovery.</mt>  

Revision as of 17:16, 7 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card (new in version 2.0)

Synopsis

Simulating ear impairment.

Relationships

Contexts:
Gameplay File:M385px-Gameplay-front-v20.png, Awareness , Emotional Script .
May relate to:
Noise .

Description

Ear impairment has an impact in the Emotional Script that has been explored in some games. Usually, it is associated to some condition that the player will be induced to avoid.

Examples

inFamous: When facing Imminent Death hearing gets affected and the sound of the blood pressure in the inner ears becomes dominant. This condition effectively communicates the severity of the PC's health, signalling the need to stop taking damage and adopting a behaviour that allows recovery.
Metal Gear Solid 4: Temporarily deaf and tinnitus after an exploding grenade.
Tom Clancy's Splinter Cell: Chaos Theory: Using a noisy grenade to disturb the enemies and ease taking them down.
[show less examples...]



FakeX-front-v10.pngFakeX-back-v10.png