Difference between revisions of "Seeking for PC"
ValterAlves (Talk | contribs) (The page for the sound design pattern/card named Seeking for PC) |
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| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
− | | | + | | v10frontface =SeekingForPC-front-v10.png |
− | | | + | | v10backface =SeekingForPC-back-v10.png |
+ | | v20frontface =SeekingForPC-front-v20.png | ||
+ | | v20backface =SeekingForPC-back-v20.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Contexts:<br> |
− | | | + | | v10rel1=[[Awareness]], [[Engagement]], [[Anticipation]]<br> |
− | | | + | | v10rel-tag2=May use:<br> |
− | | | + | | v10rel2=[[Dialogue]], [[Shout and Yell]], [[Grunts]]<br> |
− | | | + | | v10rel-tag3=May relate to:<br> |
− | | | + | | v10rel3=[[Stealth]], [[Character Soundprint]], [[Sound Decoys]]<br> |
− | | | + | | v10rel-tag4=Contrasts with:<br> |
− | | | + | | v10rel4=[[Unaware NPC]]<br> |
+ | | v20rel-tag1=Contexts:<br> | ||
+ | | v20rel1=[[Awareness]], [[Engagement]], [[Anticipation]]<br> | ||
+ | | v20rel-tag2=May use:<br> | ||
+ | | v20rel2=[[Dialogue]], [[Shout and Yell]], [[Grunts]]<br> | ||
+ | | v20rel-tag3=May relate to:<br> | ||
+ | | v20rel3=[[Stealth]], [[Character Soundprint]], [[Sound Decoys]]<br> | ||
+ | | v20rel-tag4=Contrasts with:<br> | ||
+ | | v20rel4=[[Unaware NPC]], [[Suspicious NPC]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
+ | | description= | ||
+ | It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for actual [[Engagement]]. Such state applies between the moment when some NPC spots the PC and the moment when the matter is somehow solved. | ||
+ | |||
+ | While [[Seeking for PC]], [[Dialogue]]-capable NPC usually voice their hostile intentions towards the PC (a case of [[Shout and Yell]]). Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude. | ||
+ | |||
+ | [[Seeking for PC]] is both informative (a matter of [[Awareness]]) and contributory to the [[Emotional Script]]. | ||
+ | |||
+ | Other possible stages of [[Awareness]] of (hostile) NPC behaviour that are commonly represented through acoustic expressions are [[Unaware NPC]] (while the NPC are not aware of the PC's presence) and [[Suspicious NPC]] (should the NPC have reason to investigate the PC's presence). | ||
+ | |||
+ | | examples= | ||
+ | | ex1=<mt p="SeekingForPC" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex3=<mt p="SeekingForPC" g="Oblivion" altg="The Elder Scrolls IV: Oblivion" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex2=<mt p="SeekingForPC" g="Bioshock" altg="BioShock" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex8=<mt p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
+ | | ex9=<mt p="SeekingForPC" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex6=<mt p="SeekingForPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | | ex7=<mt p="SeekingForPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | | ex4=<mt p="SeekingForPC" g="Far Cry 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex5=<mt p="SeekingForPC" g="Commandos BCD" h="200"></mt> | ||
+ | | ex10=<mt p="SeekingForPC" g="Portal" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
}} | }} |
Latest revision as of 17:47, 26 August 2012
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The card's front face | The card's back face |
Contents
[hide]Synopsis
NPC’s manifestations of active chasing of the PC. |
Relationships
Contexts:
Awareness , Engagement
, Anticipation
.
May use:
Dialogue , Shout and Yell
, Grunts
.
May relate to:
Stealth , Character Soundprint
, Sound Decoys
.
Contrasts with:
Unaware NPC , Suspicious NPC
.
Description
It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for actual Engagement. Such state applies between the moment when some NPC spots the PC and the moment when the matter is somehow solved.
While Seeking for PC, Dialogue-capable NPC usually voice their hostile intentions towards the PC (a case of Shout and Yell). Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude.
Seeking for PC is both informative (a matter of Awareness) and contributory to the Emotional Script.
Other possible stages of Awareness of (hostile) NPC behaviour that are commonly represented through acoustic expressions are Unaware NPC (while the NPC are not aware of the PC's presence) and Suspicious NPC (should the NPC have reason to investigate the PC's presence).
Examples