Difference between revisions of "Random Card"
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<css>.firstHeading {display:none;}</css><css>.contentSub {display:none;}</css><css>.thumbinner {margin-top:16px;margin-bottom:50px;border:5px solid blue;}</css> | <css>.firstHeading {display:none;}</css><css>.contentSub {display:none;}</css><css>.thumbinner {margin-top:16px;margin-bottom:50px;border:5px solid blue;}</css> | ||
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Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | ||
<RandomArea count=1 nsprefix="" include=""> | <RandomArea count=1 nsprefix="" include=""> | ||
| − | {{TitleAndCard | Achievement}} | + | {{TitleAndCard|Achievement}} |
{{TitleAndCard|Acoustic Ecology}} | {{TitleAndCard|Acoustic Ecology}} | ||
{{TitleAndCard|Address Others}} | {{TitleAndCard|Address Others}} | ||
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{{TitleAndCard|Ambiance}} | {{TitleAndCard|Ambiance}} | ||
{{TitleAndCard|Anticipation}} | {{TitleAndCard|Anticipation}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Recordings}} |
{{TitleAndCard|Awareness}} | {{TitleAndCard|Awareness}} | ||
{{TitleAndCard|Beacon Locator}} | {{TitleAndCard|Beacon Locator}} | ||
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{{TitleAndCard|Consequent Sound}} | {{TitleAndCard|Consequent Sound}} | ||
{{TitleAndCard|Contextual Music}} | {{TitleAndCard|Contextual Music}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Cutscenes}} |
{{TitleAndCard|Death}} | {{TitleAndCard|Death}} | ||
{{TitleAndCard|Decay}} | {{TitleAndCard|Decay}} | ||
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{{TitleAndCard|Foley Music}} | {{TitleAndCard|Foley Music}} | ||
{{TitleAndCard|Footsteps}} | {{TitleAndCard|Footsteps}} | ||
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{{TitleAndCard|Grunts}} | {{TitleAndCard|Grunts}} | ||
{{TitleAndCard|Heartbeat}} | {{TitleAndCard|Heartbeat}} | ||
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{{TitleAndCard|Music}} | {{TitleAndCard|Music}} | ||
{{TitleAndCard|Musical Outcome}} | {{TitleAndCard|Musical Outcome}} | ||
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{{TitleAndCard|Narrative}} | {{TitleAndCard|Narrative}} | ||
{{TitleAndCard|Narrator}} | {{TitleAndCard|Narrator}} | ||
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{{TitleAndCard|Ouch!}} | {{TitleAndCard|Ouch!}} | ||
{{TitleAndCard|Pitch Gameplay}} | {{TitleAndCard|Pitch Gameplay}} | ||
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{{TitleAndCard|Radio}} | {{TitleAndCard|Radio}} | ||
| + | {{TitleAndCard|R-A-E-D Iterations}} | ||
{{TitleAndCard|Relaxation}} | {{TitleAndCard|Relaxation}} | ||
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{{TitleAndCard|Revelation}} | {{TitleAndCard|Revelation}} | ||
{{TitleAndCard|Rhythm Gameplay}} | {{TitleAndCard|Rhythm Gameplay}} | ||
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{{TitleAndCard|Sound Effects}} | {{TitleAndCard|Sound Effects}} | ||
{{TitleAndCard|Sound Input}} | {{TitleAndCard|Sound Input}} | ||
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{{TitleAndCard|Sound Suppressing}} | {{TitleAndCard|Sound Suppressing}} | ||
{{TitleAndCard|Sound Visualization}} | {{TitleAndCard|Sound Visualization}} | ||
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{{TitleAndCard|Suspicious NPC}} | {{TitleAndCard|Suspicious NPC}} | ||
{{TitleAndCard|Thoughts}} | {{TitleAndCard|Thoughts}} | ||
| + | {{TitleAndCard|Time Twist}} | ||
{{TitleAndCard|Title Screens}} | {{TitleAndCard|Title Screens}} | ||
{{TitleAndCard|Trance}} | {{TitleAndCard|Trance}} | ||
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{{TitleAndCard|Unaware NPC}} | {{TitleAndCard|Unaware NPC}} | ||
| + | {{TitleAndCard|Variety}} | ||
{{TitleAndCard|Voice Acting}} | {{TitleAndCard|Voice Acting}} | ||
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{{TitleAndCard|Window of Opportunity}} | {{TitleAndCard|Window of Opportunity}} | ||
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</RandomArea> | </RandomArea> | ||
Latest revision as of 13:47, 7 December 2011
Random Card
Refresh this page or choose 'Random Card' (here or in the left sidebar) for another random card.
Death
| |
| |
| The card's front face | The card's back face |
Synopsis
| Portraying death. |
Relationships
Context:
Failure
, Emotional Script
, Awareness
.
Peers:
Imminent Death
, Ouch!
.
May use:
Grunts
, Foley
, Sound Effects
, Dialogue
.
Description
In games where the idea of "live(s)" is part of the gameplay, the condition of the PC's Death represents an extreme condition of Failure, calling for an appropriate level of Awareness.
Moreover, the ("real-life") concept of death holds inherent associations to emotions that may be explored in games, namely with the contribution of sound design, both to enrich the (Emotional Script) and to emphasize the pertinence of avoiding such condition.
In some games the PC's Death is an acoustically complex episode, involving for instance PC's Grunts (Ouch!), NPC's Dialogue (of sympathy or despise), Foley from the action conducing to the death, and some additional Sound Effects.
For the design of PC's Death it is crucial to assess the expected recurrence of dying, according to the gameplay and difficulty level. For instance, Variety may be required to avoid compromising the emotional intention upon repetition.
Conversely, NPC's Death, being a frequent and usually intended event (that is, emotionally positive), usually consists of simpler stimuli serving essentially as a death certificate (Awareness). In some games the possible emotional distress related to the idea of death is completely absent and the "termination" of opponents is purely characterized as an Achievement.
Examples
![]() ![]() |
![]() ![]() Metal Gear Solid 4: Guns of the Patriots: Death as a deeply emotional episode, including despair comments from friendly NPC, also supported by powerful visuals.
|
![]() ![]() Mirror's Edge: The Foley sounds of the body crashing in the ground effectively convey an uncanny sense of embodiment.
|
![]() ![]() Papa Sangre: The tension maintained during the gameplay and the embodied violence of the attack make Death an emotionally intense experience.
|
![]() ![]() |
![]() ![]() Ico: A rare (also sonic) characterization of Death. The fulminant Sound Effect exposes a baffling sense of impotence and irreversibility once the condition is met, contrasting with the players urge to avoid it. The PC doesn't even have the chance to participate in the composition (e.g., no Grunts).
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