Difference between revisions of "Address Others"
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− | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], whistling, and car honking. Motivations may relate to the [[Gameplay]], or simply be part of the exploratory dimension of the experience. | + | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], singing and playing (e.g. [Sing to Act]), whistling, and car honking. Motivations may relate to the [[Gameplay]], or simply be part of the exploratory dimension of the experience. |
| examples= | | examples= |
Revision as of 17:45, 13 October 2011
The card's front face | The card's back face |
Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound , Make Sound not War .
May imply:
Sound Input .
Often uses:
Dialogue , Foley .
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, singing and playing (e.g. [Sing to Act]), whistling, and car honking. Motivations may relate to the Gameplay, or simply be part of the exploratory dimension of the experience.
Examples