Difference between revisions of "Chitchat"
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In Far Cry 2, inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants [[Chitchat]] while they are tolerant to the PC's presence (that is, even if they are aware of the PC) | In Far Cry 2, inside ceasefire zones, and contrary to what happens in all the rest of the territory, occupants [[Chitchat]] while they are tolerant to the PC's presence (that is, even if they are aware of the PC) | ||
+ | | examples= | ||
+ | | ex1=<mt p="Chitchat" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140"></mt> | ||
+ | | ex2=<mt p="Chitchat" g="Oblivion" h="140"></mt> | ||
+ | | ex3=<mt p="Chitchat" g="Far Cry 2" h="140"></mt> | ||
}} | }} |
Revision as of 18:53, 16 August 2011
The card's front face | The card's back face |
Contents
Synopsis
NPC’s Dialogue that is not central to the course of action. |
Relationships
Contexts:
Character Soundprint , Narrative , Emotional Script , unaware NPC .
Possibly with:
Grunts .
Makes use of:
Dialogue , Acoustic Ecology .
Description
Chitchat encompasses the forms of NPC Dialogue which are relevant to participate in the game's Acoustic Ecology but which do not carry information relevant for the Gameplay. Chitchat can also integrate solutions to represent Unaware NPC and to denounce NPC location (a form of Beacon Locator), but those are different cases of Awareness that we don't intend to reach in this particular card.
Examples