Difference between revisions of "Window of Opportunity"
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| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
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+ | Games sometimes include limited periods during which the PC enjoys specific abilities. Specific sound is commonly used in such circumstances, augmenting the [[Awareness]] for such scarce opportunity. Sound may also be designed to shape the [[Emotional Script]], for instance, in a way that induces an arousal state during this period, through [[Entrainment]]. | ||
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+ | To a certain extent [[Window of Opportunity]] is similar to [[Hurry up!]]. They both call for an urgent acting. Yet their purposes are different. Whilst a [[Window of Opportunity]] may or may not be explored (it may even concur with a major goal), the case in [[Hurry Up!]] implies focusing in a particular goal and completing it before some time constrain is met. | ||
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+ | In Patapon the player has to perform consistently well in order to achieve the [[Window of Opportunity]], called 'Fever Mode', and the maintenance of that period is dependent not on time but on the ability of the player to keep performing immaculately. The [[Acoustic Ecology]] during 'Fever Mode' is highly stimulating and rewarding. 'Fever Mode' is actually a enhanced [[Engagement]], much richer in terms of sound, involving [[Diegetic Music]], [[Foley]], and [[Sound Effects]]. | ||
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+ | In Pac-Man once the PC eats a power pellet, the player may take advantage of a temporary ability to eat the enemies. Such [[Window of Opportunity]] is signaled by a specific snappier [[Music]]. | ||
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Revision as of 23:10, 10 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Enhancing the perception of a short time opportunity. |
Relationships
Context:
Awareness , Emotional Script , Narrative .
Includes:
Hurry Up! , Imminent Death .
Often uses:
Sound Effects , Entrainment .
Description
Examples