Difference between revisions of "Variety"

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| name =Variety
 
| name =Variety
 
| deckversion =2.0
 
| deckversion =2.0
| synopsis =Triggering alternate sounds not to compromise the experience
+
| v10synopsis =Triggering alternate sounds not to compromise the experience
 +
| v20synopsis =Triggering alternate sounds not to compromise the experience
 
| patternpresentation =
 
| patternpresentation =
 
| cardpresentation=
 
| cardpresentation=
| frontface =Variety-front-v20.png
+
| v10frontface =RequisiteVariety-front-v10.png
| backface =Variety-back-v20.png
+
| v10backface =RequisiteVariety-back-v10.png
 +
| v20frontface =Variety-front-v20.png
 +
| v20backface =Variety-back-v20.png
 
| screenshots=
 
| screenshots=
| rel-tag1=Contexts:<br>
+
| v10rel-tag1=Contexts:<br>
| rel1=[[Foley]], [[Sound Effects]], [[Ambiance]], [[Music]], [[Dialogue]], [[Identification]]<br>
+
| v10rel1=[[Foley]], [[Sound Effects]], [[Ambiance]], [[Music]], [[Dialogue]], [[Identification]]<br>
 +
| v20rel-tag1=Contexts:<br>
 +
| v20rel1=[[Foley]], [[Sound Effects]], [[Ambiance]], [[Music]], [[Dialogue]], [[Identification]]<br>
 
| revisions =
 
| revisions =
Introduced in version 1.0 (as [[Requisite Variety]])
+
Introduced in version 1.0 (as [[Requisite Variety]])<br />
 
Version 2.0: renamed
 
Version 2.0: renamed
 
| description =
 
| description =
Characters, objects and actions are associated varied sound, including in [[Dialogue]] and [[Foley]], for enhanced experience.
+
Characters, objects and actions are associated to varied sound, including in [[Dialogue]] and [[Foley]], for enhanced experience.
  
The lack of variety in the sounds associated to characters, objects and actions can compromise the experience. The pertinence of variety extends to several features. In the case of [[Dialogue]], variety applies to the text being said and to intonation. If phrases are shared among several characters, variation also applies to voice pitch. If a same character sequentially repeats one particular phrase, variation applies to the time elapsed between iterations, too. In the case of [[Foley]], if sound relates to physical reaction to contact, variability may be implied by the possibility of different nature and magnitude of the contact.  
+
The lack of [[Variety]] in the sounds associated to characters, objects and actions can compromise the experience. The pertinence of variety extends to several features. In the case of [[Dialogue]], [[Variety]] applies to the text being said and to intonation. If phrases are shared among several characters, variation also applies to voice pitch. If a same character sequentially repeats one particular phrase, variation applies to the time elapsed between iterations, too. In the case of [[Foley]], if sound relates to physical reaction to contact, variability may be implied by the possibility of different nature and magnitude of the contact.  
  
Some prejudices may result from a player’s perception of the lack of variety. One is that it impairs a possible naturalist approach to immersion. Another is fatigue.
+
Some prejudices may result from a player’s perception of the lack of [[Variety]]. One is that it impairs a possible naturalist approach to immersion. Another is fatigue.
Several factors may influence the perception of the lack of variety, including: the duration of the experience; the time elapsed between successive expositions to a same sound; and, the plausibility of the repetition. The plausibility of a repetition tends to be smaller for complex or improbable sound.
+
Several factors may influence the perception of the lack of variety, including: the duration of the experience; the time elapsed between successive expositions to a same sound; and, the plausibility of the repetition<ref name="Loughlin2010"/>. The plausibility of a repetition tends to be smaller for complex or improbable sound.
 
|additional=
 
|additional=
 
[pending see: (Alves & Roque, 2010)
 
[pending see: (Alves & Roque, 2010)
 
| external =
 
| external =
[pending:]
+
[http://pespmc1.vub.ac.be/VARIETY.html Variety (Principia Cybernetica)]<br />
:(Alves & Roque, 2010)
+
Principles of Systems and Cybernetics: an evolutionary perspective<ref name="Heylighen" /><br />
:[17] in (Alves & Roque, 2010)
+
A "[http://designingsound.org/2010/04/chuck-russom-special-gun-recording-guide/  Gun Recording Guide]" where the need for variety is emphasized.  <br />
 
| examples=
 
| examples=
 
| ex1=<mt p="Variety" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Variety" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex2=<mt p="Variety" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex2=<mt p="Variety" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex3=<mt p="Variety" g="Uncharted" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
+
| ex3=<mt p="Variety" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex4=<mt p="Variety" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex4=<mt p="Variety" g="Red Dead Redemption" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
| ex5=<mt p="Variety" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="{{R5by4H}}" w="{{R5by4W}}"></mt>
+
| ex5=<mt p="Variety" g="Chaos Theory" altg="Tom Clancy's Splinter Cell Chaos Theory" h="{{R5by4H}}" w="{{R5by4W}}"></mt>
 
| ex6=<mt p="Variety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex6=<mt p="Variety" g="Half Life 2" altg="Half-Life 2" w="{{R8by5W}}" h="{{R8by5H}}"></mt>
 
| ex7=<mt p="Variety" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex7=<mt p="Variety" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex8=<mt p="Variety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex8=<mt p="Variety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
 
| ex9=<mt p="Variety" g="Wolfenstein" altg="Wolfenstein 3-D" w="{{R4by3W}}" h="{{R4by3H}}"></mt><br />
 
| ex9=<mt p="Variety" g="Wolfenstein" altg="Wolfenstein 3-D" w="{{R4by3W}}" h="{{R4by3H}}"></mt><br />
{{NoVideoTable | {{NoVideo|'''Otocky<ref name="otocky-1" />:'''}} |  | }}
+
{{NoVideo|'''Otocky<ref name="otocky-1" />:'''}}
 +
 
 
| showrefs=1
 
| showrefs=1
 +
| RevisionsInNameOrDeprecation=
 +
Introduced as [[Requisite Variety]] (in version 1.0)
 
}}
 
}}

Latest revision as of 16:43, 26 August 2012

Deck←
Name update: Requisite Variety (version 1.0) → Variety (version 2.0)
Front face Back face
The card's front face The card's back face

Synopsis

Triggering alternate sounds not to compromise the experience.

Relationships

Contexts:
Foley , Sound Effects , Ambiance , Music , Dialogue , Identification .

Description

Characters, objects and actions are associated to varied sound, including in Dialogue and Foley, for enhanced experience.

The lack of Variety in the sounds associated to characters, objects and actions can compromise the experience. The pertinence of variety extends to several features. In the case of Dialogue, Variety applies to the text being said and to intonation. If phrases are shared among several characters, variation also applies to voice pitch. If a same character sequentially repeats one particular phrase, variation applies to the time elapsed between iterations, too. In the case of Foley, if sound relates to physical reaction to contact, variability may be implied by the possibility of different nature and magnitude of the contact.

Some prejudices may result from a player’s perception of the lack of Variety. One is that it impairs a possible naturalist approach to immersion. Another is fatigue. Several factors may influence the perception of the lack of variety, including: the duration of the experience; the time elapsed between successive expositions to a same sound; and, the plausibility of the repetition[1]. The plausibility of a repetition tends to be smaller for complex or improbable sound.

Examples

Assassin's Creed:
BioShock:
Uncharted: Drake's Fortune:
[show less examples...]
Red Dead Redemption:
Tom Clancy's Splinter Cell Chaos Theory:
Half-Life 2:
Ice Age 3:
Papa Sangre:
Wolfenstein 3-D:

Otocky[2]:

Additional Comments

[pending see: (Alves & Roque, 2010)

Revisions

Introduced as Requisite Variety (in version 1.0)

External Resources

Variety (Principia Cybernetica)
Principles of Systems and Cybernetics: an evolutionary perspective[3]
A "Gun Recording Guide" where the need for variety is emphasized.

References

  1. Loughlin, D. (2010, April 8). Reactive Music: Can artists learn from game developers? ExperienceLab. Retrieved May 24, 2012, from http://www.experiencelab.info/2010/04/music-has-always-played-an-important-role-in-the-story-of-video-games-and-with-the-recent-explosion-of-game-controller-interf.html
  2. Otocky http://www.youtube.com/watch?v=-uIdWu1CzJ0
  3. Heylighen, F. 1992. Principles of Systems and Cybernetics: an evolutionary perspective. In Proceedings of CSR '92, Singapore, p. 3-10, World Scientific Pub.

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