Difference between revisions of "In-game Feedback"
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| − | [[Gameplay]] | + | [[Gameplay]] based on [[Sound Input]] or 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 maintain the player in a positive mood, and c) provides an additional source of entertaining. | In some examples this feedback promotes '''positive''' emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintain the player in a positive mood, and c) provides an additional source of entertaining. | ||
Revision as of 14:48, 17 August 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| In-game feedback on sound input 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 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 maintain the player in a positive mood, and c) provides an additional source of entertaining.
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






