Difference between revisions of "Revelation"
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{{Card | {{Card | ||
− | | notesontop= | + | | notesontop= introduced in version 2.0 of the [[Deck]]. |
− | | | + | | deckversion=v20 |
− | | | + | | name = Revelation |
− | | examples= | + | | v20frontface =Revelation-front-v20.png |
− | | ex1=<mt p="Revelation" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt> | + | | v20backface =Revelation-back-v20.png |
+ | | v20synopsis = Expressing an encounter with something special | ||
+ | | v20rel-tag1=Context:<br> | ||
+ | | v20rel1=[[Emotional Script]], [[Awareness]]<br> | ||
+ | | v20rel-tag2=Differs from:<br> | ||
+ | | v20rel2=[[Achievement]]<br> | ||
+ | | description = | ||
+ | While exploring the game world, the player encounters many entities with disparate value (objects, places, characters, events, ...). Sound is instrumental to reveal to the player the extraordinary importance of a particular finding. Even when there are visual clues that would be enough to realize such importance, sound still has the potential to enlarge the episode's [[Emotional Script]]. | ||
+ | |||
+ | Sometimes, and particularly in linear games, [[Revelation]] resembles an [[Achievement]]. And, actually, sometimes it even happens that an [[Achievement]] immediately follows a [[Revelation]]. Yet, the two concepts are distinct – whilst [[Achievement]] is meant to reward, [[Revelation]] is meant to enlarge the perception of a finding. | ||
+ | |||
+ | | examples = | ||
+ | | ex1=<mt p="Revelation" g="Aquaria" w="{{R4by3W}}" h="{{R4by3H}}">The finding of a treasure is "explained" and emphasized by a sound of [[Revelation]]. (In this instance, it is immediately followed by an [[Achievement]].)</mt> | ||
+ | | ex2=<mt p="Revelation" g="Tomb Raider Underworld" w="{{R16by9W}}" h="{{R16by9H}}">In this case the [[Music]] plays a major role in revealing the magnificence of the site just discovered, and invites to take some time appreciating it.</mt> | ||
+ | | ex3=<mt p="Revelation" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
+ | | ex4=<mt p="Revelation" g="Patapon" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex5=<mt p="Revelation" g="HalfLife2" altg="Half-Life 2" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | | ex6=<mt p="Revelation" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt> | ||
+ | | ex7=<mt p="Revelation" g="Uncharted" altg="Uncharted: Drake's Fortune" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
+ | |||
+ | |external= | ||
+ | Examples of [[Revelation]] sounds from movies: | ||
+ | * Monty Python and the Holy Grail, in chapter "The Tale of Sir Galahad" (about 0:00:35), when encountering Castle Anthrax. | ||
}} | }} |
Latest revision as of 18:15, 26 August 2012
The card's front face | The card's back face |
Synopsis
Expressing an encounter with something special. |
Relationships
Context:
Emotional Script , Awareness .
Differs from:
Achievement .
Description
While exploring the game world, the player encounters many entities with disparate value (objects, places, characters, events, ...). Sound is instrumental to reveal to the player the extraordinary importance of a particular finding. Even when there are visual clues that would be enough to realize such importance, sound still has the potential to enlarge the episode's Emotional Script.
Sometimes, and particularly in linear games, Revelation resembles an Achievement. And, actually, sometimes it even happens that an Achievement immediately follows a Revelation. Yet, the two concepts are distinct – whilst Achievement is meant to reward, Revelation is meant to enlarge the perception of a finding.
Examples
External Resources
Examples of Revelation sounds from movies:
- Monty Python and the Holy Grail, in chapter "The Tale of Sir Galahad" (about 0:00:35), when encountering Castle Anthrax.