Difference between revisions of "In-game Feedback"

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One interesting approach to deal with this is to provide in-game (diegetic) feedback and assistance. This not only presents a contextualized way to deliver [[Awareness]] to the player, regarding its actions, but can also play an important role in terms of the game’s [[Emotional Script]].
 
One interesting approach to deal with this is to provide in-game (diegetic) feedback and assistance. This not only presents a contextualized way to deliver [[Awareness]] to the player, regarding its actions, but can also play an important role in terms of the game’s [[Emotional Script]].
  
In some examples, this feedback promotes '''positive''' emotions, which may contribute to: balancing the distress of unachievement; favouring cognition by maintaining the player in a positive mood <REF>; and, providing an additional source of entertainment.
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In some examples, this feedback promotes '''positive''' emotions, which may contribute to: balancing the distress of unachievement; favouring cognition by maintaining the player in a positive mood {{Pending|[REF]}}; and, providing an additional source of entertainment.
  
 
A complementary way to tackle complexity is to let the players evolve their sound performance through stages of [[Levelled Performance]], similarly as it is commonly done with other gameplay aspects.
 
A complementary way to tackle complexity is to let the players evolve their sound performance through stages of [[Levelled Performance]], similarly as it is commonly done with other gameplay aspects.

Revision as of 15:58, 2 January 2012

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Synopsis

Providing indicators on the player's acoustic performance.

Relationships

Contexts:
Sound Input , Rhythm Gameplay , Pitch Gameplay , Awareness , Emotional Script .
Relates to:
Levelled Performance .

Description

Gameplay demanding Sound Input, as in the case of Pitch Gameplay, or requiring some kind of auditory performance such as Rhythm Gameplay, may introduce unfamiliar challenges to players.

One interesting approach to deal with this is to provide in-game (diegetic) feedback and assistance. This not only presents a contextualized way to deliver Awareness to the player, regarding its actions, but can also play an important role in terms of the game’s Emotional Script.

In some examples, this feedback promotes positive emotions, which may contribute to: balancing the distress of unachievement; favouring cognition by maintaining the player in a positive mood [pending:[REF]]; and, providing an additional source of entertainment.

A complementary way to tackle complexity is to let the players evolve their sound performance through stages of Levelled Performance, similarly as it is commonly done with other gameplay aspects.

Examples

SingStar:
Guitar Hero World Tour:
Spore:
[show less examples...]
Rhythm Paradise:
Patapon:
The Legend of Zelda: Ocarina of Time:
Tom Clancy's EndWar: In-game reactions to voice commands (Sound Input), including the inability to understand or execute an order.
Papa Sangre:



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