Difference between revisions of "Ouch!"

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| screenshots=
 
| screenshots=
 
| rel-tag1=Contexts:<br>
 
| rel-tag1=Contexts:<br>
| rel1=[[Failure]], [[Awareness]], [[Emotional Script]], [[Narrative]]<br>
+
| rel1=[[Failure]], [[Awareness]], [[Emotional Script]]<del>, [[Narrative]]</del><br>
 
| rel-tag2=Peers:<br>
 
| rel-tag2=Peers:<br>
 
| rel2=[[Imminent Death]], [[Death]]<br>
 
| rel2=[[Imminent Death]], [[Death]]<br>
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| rel3=[[Grunts]]<br>
 
| rel3=[[Grunts]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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| description=
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Considering that the mechanics of many games demand managing the health of the characters, an effective way to signal interactions that result in damage to their status is to allow themselves to express such events, diegetically.<br />
 +
Sounds associated to [[Ouch!]] have an utilitarian role in making the player aware for the consequences of a particular option or circumstance. Yet, their role goes beyond the mere [[Awareness]], potentiating more meaningful interpretations and contributions to the [[Emotional Script]].
 +
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are potentially much more contributive
 +
 +
 +
One effective way to present
 
| examples=
 
| examples=
 
| ex1=<mt p="Ouch" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Ouch" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex4=<mt p="Ouch" g="Spore Origins" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex4=<mt p="Ouch" g="Spore Origins" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex5=<mt p="Ouch" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex5=<mt p="Ouch" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex6=<mt p="Ouch" g="Flow" altg="FlOw" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex6=<mt p="Ouch" g="Flow" altg="FlOw" w="{{R16by9W}}" h="{{R16by9H}}">A less evident representation of "pain", which is coherent with the [[Character Soundprint|Character's Soundprint]] and with the game's [[Acoustic Ecology]].</mt>
 
| ex7=<mt p="Ouch" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex7=<mt p="Ouch" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
}}
 
}}

Revision as of 07:55, 13 October 2011

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

Synopsis

Signalling a painful or damaging interaction.

Relationships

Contexts:
Failure , Awareness , <span id="EmotionalScript-txt" style="">[[Emotional Script<del>]] <span id="EmotionalScript<del>-img" style="">[[File:M385px-EmotionalScript<del>-front-v20.png|8px|]]</span></span>, <span id="Narrative-txt" style="">[[Narrative</del>]] <span id="Narrative</del>-img" style="">[[File:M385px-Narrative</del>-front-v20.png|8px|]]</span></span>.
Peers:
Imminent Death , Death .
May use:
Grunts .

Description

Considering that the mechanics of many games demand managing the health of the characters, an effective way to signal interactions that result in damage to their status is to allow themselves to express such events, diegetically.
Sounds associated to Ouch! have an utilitarian role in making the player aware for the consequences of a particular option or circumstance. Yet, their role goes beyond the mere Awareness, potentiating more meaningful interpretations and contributions to the Emotional Script.

are potentially much more contributive


One effective way to present

Examples

Assassin's Creed:
Tom Clancy's Splinter Cell: Chaos Theory:
Half-Life 2:
[show less examples...]
Spore Origins:
Patapon:
FlOw: A less evident representation of "pain", which is coherent with the Character's Soundprint and with the game's Acoustic Ecology.
Halo:



Ouch-front-v10.pngOuch-back-v10.png