Difference between revisions of "Random Card"
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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}} | ||
| Line 13: | Line 13: | ||
{{TitleAndCard|Ambiance}} | {{TitleAndCard|Ambiance}} | ||
{{TitleAndCard|Anticipation}} | {{TitleAndCard|Anticipation}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Recordings}} |
{{TitleAndCard|Awareness}} | {{TitleAndCard|Awareness}} | ||
{{TitleAndCard|Beacon Locator}} | {{TitleAndCard|Beacon Locator}} | ||
| Line 21: | Line 21: | ||
{{TitleAndCard|Consequent Sound}} | {{TitleAndCard|Consequent Sound}} | ||
{{TitleAndCard|Contextual Music}} | {{TitleAndCard|Contextual Music}} | ||
| − | {{TitleAndCard| | + | {{TitleAndCard|Cutscenes}} |
{{TitleAndCard|Death}} | {{TitleAndCard|Death}} | ||
{{TitleAndCard|Decay}} | {{TitleAndCard|Decay}} | ||
| Line 37: | Line 37: | ||
{{TitleAndCard|Foley Music}} | {{TitleAndCard|Foley Music}} | ||
{{TitleAndCard|Footsteps}} | {{TitleAndCard|Footsteps}} | ||
| − | |||
| − | |||
{{TitleAndCard|Grunts}} | {{TitleAndCard|Grunts}} | ||
{{TitleAndCard|Heartbeat}} | {{TitleAndCard|Heartbeat}} | ||
| Line 51: | Line 49: | ||
{{TitleAndCard|Music}} | {{TitleAndCard|Music}} | ||
{{TitleAndCard|Musical Outcome}} | {{TitleAndCard|Musical Outcome}} | ||
| − | |||
{{TitleAndCard|Narrative}} | {{TitleAndCard|Narrative}} | ||
{{TitleAndCard|Narrator}} | {{TitleAndCard|Narrator}} | ||
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{{TitleAndCard|Ouch!}} | {{TitleAndCard|Ouch!}} | ||
{{TitleAndCard|Pitch Gameplay}} | {{TitleAndCard|Pitch Gameplay}} | ||
| − | |||
| − | |||
{{TitleAndCard|Radio}} | {{TitleAndCard|Radio}} | ||
| + | {{TitleAndCard|R-A-E-D Iterations}} | ||
{{TitleAndCard|Relaxation}} | {{TitleAndCard|Relaxation}} | ||
| − | |||
{{TitleAndCard|Revelation}} | {{TitleAndCard|Revelation}} | ||
{{TitleAndCard|Rhythm Gameplay}} | {{TitleAndCard|Rhythm Gameplay}} | ||
| Line 76: | Line 71: | ||
{{TitleAndCard|Sound Effects}} | {{TitleAndCard|Sound Effects}} | ||
{{TitleAndCard|Sound Input}} | {{TitleAndCard|Sound Input}} | ||
| − | |||
| − | |||
{{TitleAndCard|Sound Suppressing}} | {{TitleAndCard|Sound Suppressing}} | ||
{{TitleAndCard|Sound Visualization}} | {{TitleAndCard|Sound Visualization}} | ||
| Line 84: | Line 77: | ||
{{TitleAndCard|Suspicious NPC}} | {{TitleAndCard|Suspicious NPC}} | ||
{{TitleAndCard|Thoughts}} | {{TitleAndCard|Thoughts}} | ||
| + | {{TitleAndCard|Time Twist}} | ||
{{TitleAndCard|Title Screens}} | {{TitleAndCard|Title Screens}} | ||
{{TitleAndCard|Trance}} | {{TitleAndCard|Trance}} | ||
| − | |||
{{TitleAndCard|Unaware NPC}} | {{TitleAndCard|Unaware NPC}} | ||
| + | {{TitleAndCard|Variety}} | ||
{{TitleAndCard|Voice Acting}} | {{TitleAndCard|Voice Acting}} | ||
| − | |||
| − | |||
{{TitleAndCard|Window of Opportunity}} | {{TitleAndCard|Window of Opportunity}} | ||
| − | |||
</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.
Sound Decoys
| |
| |
| The card's front face | The card's back face |
Synopsis
| Using sound to fool the opponents. |
Relationships
Context:
Stealth
, Consequent Sound
, Make Sound not War
, Emotional Script
.
Relates to:
Unaware NPC
, Suspicious NPC
, Seeking for PC
, Sonic Weapon
.
Often uses:
Foley
, Sound Effects
.
Description
A customary component of the gameplay is to deal with enemies along the game space. In some situations it is convenient to divert enemies’ attention and possibly to influence them to change their positions, either to be able to deal with one at time or to avoid confrontation at all.
Diverse forms of Sound Decoys can be included in the gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy while avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy.
Examples
![]() ![]() Papa Sangre: In this particular level, noisy chicken may be released to divert the opponents from the PC's position and Footstep sounds. In other levels the PC's own Footsteps can be used to lure an opponent away from a position that needs to be visited (as the Helper Voice suggests).
|
External Resources
References to Tom Clancy's Splinter Cell "Distraction Camera": IGN Guides
Stevens, R., & Raybould, D. (2011, p. 125). The game audio tutorial a practical guide to creating and implementing sound and music for interactive games. Burlington, MA: Focal Press/Elesevier.








