Difference between revisions of "Affected Hearing"
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| rel2=[[Noise]]<br> | | rel2=[[Noise]]<br> | ||
| description= | | description= | ||
| − | + | Some games explore the impact of hearing impairment in the [[Emotional Script]]. 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> | ||
| ex2=<mt p="AffectedHearing" g= "MGS4" altg="Metal Gear Solid 4" w="{{R5by4W}}" h="{{R5by4H}}">Temporarily deaf and tinnitus after an exploding grenade.</mt> | | ex2=<mt p="AffectedHearing" g= "MGS4" altg="Metal Gear Solid 4" w="{{R5by4W}}" h="{{R5by4H}}">Temporarily deaf and tinnitus after an exploding grenade.</mt> | ||
| − | | ex3=<mt p="AffectedHearing" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Using a noisy grenade to disturb the enemies and ease taking them down.</mt> | + | | ex3=<mt p="AffectedHearing" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" w="{{R5by4W}}" h="{{R5by4H}}">Using a noisy grenade to disturb the enemies and to ease taking them down.</mt> |
| ex4=<mt p="AffectedHearing" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}">While using the Active Camouflage ability, diegetic sounds are muffled. ([[Music]] is still heard.)</mt> | | ex4=<mt p="AffectedHearing" g="Halo" w="{{R16by9W}}" h="{{R16by9H}}">While using the Active Camouflage ability, diegetic sounds are muffled. ([[Music]] is still heard.)</mt> | ||
}} | }} | ||
Revision as of 23:21, 13 October 2011
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| The card's front face | The card's back face |
Candidate Card (new in version 2.0)
Contents
Synopsis
| Simulating hearing impairment. |
Relationships
Contexts:
Gameplay File:M385px-Gameplay-front-v20.png, Awareness
, Emotional Script
.
May relate to:
Noise
.
Description
Some games explore the impact of hearing impairment in the Emotional Script. 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.
|
![]() ![]() Halo: While using the Active Camouflage ability, diegetic sounds are muffled. (Music is still heard.)
|




