Difference between revisions of "In-game Feedback"
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| name =In-game Feedback | | name =In-game Feedback | ||
| deckversion =1.0 | | deckversion =1.0 | ||
| − | | synopsis =In-game feedback on sound input performance | + | | synopsis =<s>In-game feedback on sound input performance</s><br />Providing indicators on the player's acoustic performance |
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| rel-tag3=Relates to:<br> | | rel-tag3=Relates to:<br> | ||
| rel3=[[Levelled Performance]]<br> | | rel3=[[Levelled Performance]]<br> | ||
| − | | revisions =Introduced in version 1.0 | + | | revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis |
| description= | | description= | ||
[[Gameplay]] based on [[Sound Input]] or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance. | [[Gameplay]] based on [[Sound Input]] or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance. | ||
Revision as of 10:54, 26 October 2011
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| The card's front face | The card's back face |
Contents
Synopsis
Providing indicators on the player's acoustic performance. |
Relationships
Contexts:
Sound Input
, Awareness
, Emotional Script
.
Less frequent context:
Play the Beat File:M385px-PlayTheBeat-front-v20.png.
Relates to:
Levelled Performance
.
Description
Gameplay based on Sound Input or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance.
In some examples this feedback promotes positive emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintaining the player in a positive mood, and c) provides an additional source of entertainment.
A complementary way to tackle complexity is to require Levelled Performance regarding sound performance, in the same manner as it is done with other gameplay aspects.
Examples
![]() ![]() Tom Clancy's EndWar: In-game reactions to voice commands (Sound Input), including the inability to understand or execute an order.
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