Difference between revisions of "Random Card"

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{{DISPLAYTITLE:Ambiance}}
 
 
__NOCACHE__
 
__NOCACHE__
 
<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}}
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{{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|Audio Logs}}
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{{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|Cut-Scenes}}
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{{TitleAndCard|Cutscenes}}
 
{{TitleAndCard|Death}}
 
{{TitleAndCard|Death}}
 
{{TitleAndCard|Decay}}
 
{{TitleAndCard|Decay}}
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{{TitleAndCard|Foley Music}}
 
{{TitleAndCard|Foley Music}}
 
{{TitleAndCard|Footsteps}}
 
{{TitleAndCard|Footsteps}}
{{TitleAndCard|Gameplay}}
 
{{TitleAndCard|Genre}}
 
 
{{TitleAndCard|Grunts}}
 
{{TitleAndCard|Grunts}}
 
{{TitleAndCard|Heartbeat}}
 
{{TitleAndCard|Heartbeat}}
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{{TitleAndCard|Music}}
 
{{TitleAndCard|Music}}
 
{{TitleAndCard|Musical Outcome}}
 
{{TitleAndCard|Musical Outcome}}
{{TitleAndCard|Musicality}}
 
 
{{TitleAndCard|Narrative}}
 
{{TitleAndCard|Narrative}}
 
{{TitleAndCard|Narrator}}
 
{{TitleAndCard|Narrator}}
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{{TitleAndCard|Ouch!}}
 
{{TitleAndCard|Ouch!}}
 
{{TitleAndCard|Pitch Gameplay}}
 
{{TitleAndCard|Pitch Gameplay}}
{{TitleAndCard|Play the Beat}}
 
{{TitleAndCard|R-A-E-D Iterations}}
 
 
{{TitleAndCard|Radio}}
 
{{TitleAndCard|Radio}}
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{{TitleAndCard|R-A-E-D Iterations}}
 
{{TitleAndCard|Relaxation}}
 
{{TitleAndCard|Relaxation}}
{{TitleAndCard|Requisite Variety}}
 
 
{{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}}
{{TitleAndCard|Sound Layers and Semantics}}
 
{{TitleAndCard|Sound Places}}
 
 
{{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}}
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{{TitleAndCard|Time Twist}}
 
{{TitleAndCard|Title Screens}}
 
{{TitleAndCard|Title Screens}}
 
{{TitleAndCard|Trance}}
 
{{TitleAndCard|Trance}}
{{TitleAndCard|Uh-uh}}
 
 
{{TitleAndCard|Unaware NPC}}
 
{{TitleAndCard|Unaware NPC}}
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{{TitleAndCard|Variety}}
 
{{TitleAndCard|Voice Acting}}
 
{{TitleAndCard|Voice Acting}}
{{TitleAndCard|Whistling}}
 
{{TitleAndCard|Whistling and Humming}}
 
 
{{TitleAndCard|Window of Opportunity}}
 
{{TitleAndCard|Window of Opportunity}}
{{TitleAndCard|Yell to Survive}}
 
 
</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.

Consequent Sound

Front face Back face
The card's front face The card's back face

Synopsis

Designing the game world so that is sensitive to sound.

Relationships

May use many, including:
Make Sound not War , Sing to Act , Rhythm Gameplay , Echolocation , Address Others , Stealth , Sound Decoys , Sound Suppressing , Sonic Weapon , Eavesdropping , ....
May imply:
Sound Input .

Description

The attention that entities in the game world have towards the presence of the PC is extensible to its acoustic expression. That is, in the same way that the visual identification of the PC matters for the game world, the relevance of its acoustic expressions is also meaningful. Conversely, the ability for the character to hear can also be explored beyond the strict Awareness of what happens in the vicinity.

Designing an acoustic presence for the PC and consequences for such expressions enlarges considerably the designers' creative space and allows taking proper advantage of interactivity. Particular explorations include performing Stealth actions, using mechanisms of Sound Suppressing, luring or diverting others' attention through Sound Decoys, explicitly performing sound to achieve a certain result (e.g., as in Sing to Act and Rhythm Gameplay), communicating with other characters (Address Others), using Sonic Weapon, or other behaviours that value non-destructive intervention Make Sound not War. Sounds emitted by the character/player may consist of actual player's Sound Input or may be virtually produced, either as part of the Characters' Soundprint or through actions that they may perform.

In turn, designing the PC's ability to interpret consequent sound emitted by other characters, allows extending the gameplay to include behaviour where that interpretation is actively pursued, such as Eavesdropping and performing Echolocation.

Examples

Penumbra: Overture
Spore:
Spore Origins:
The Legend of Zelda: Ocarina of Time:
[show less examples...]
Papa Sangre:
Grand Theft Auto IV: Using the car horn next to pedestrians makes them get stressed or scared and react accordingly, including through Dialogue. In specific circumstances, the horn can be used to Address Others who may be receptive to that kind of call.
Commandos BCD:
Tom Clancy's Splinter Cell Chaos Theory:



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