Difference between revisions of "Contextual Music"
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− | | | + | | ex3=<mt p="ContextualMusic" g="Oblivion" h="140">Music depends on space and highly related to the kind of emotions those spaces have to offer. In this example the change in the [[Emotional Script]] is perceptible</mt> |
− | | | + | | ex1=<mt p="ContextualMusic" g="Flower" h="140">An exploration of [[Contextual Music]] in the [[Menus]], to unfold the [[Emotional Script]] along the experience. In the beginning of the game the [[Menus|Menu]] presents an [[Acoustic Ecology]] (predominantly [[Ambiance]]) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding, which also supports very effectively the inherent [[Narrative]].</mt> |
− | | | + | | ex2=<mt p="ContextualMusic" g="LocoRoco" altg="Loco Roco" h="140"></mt> |
| ex4=<mt p="ContextualMusic" g="Ocarina Of Time" altg="Ocarina of Time" h="188">Music is dependent on the map region</mt> | | ex4=<mt p="ContextualMusic" g="Ocarina Of Time" altg="Ocarina of Time" h="188">Music is dependent on the map region</mt> | ||
}} | }} |
Revision as of 00:42, 19 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Music specific to particular contexts or levels. |
Relationships
Contexts:
Narrative , Emotional Script .
May relate to:
Diegetic Music .
Makes use of:
Music .
Description
Music is frequently used to characterise specific contexts. These contexts may be regions in the scenario, levels, categories of circumstances, etc.
A particular type of contextual variations on Music that we are addressing separately is the change according to the current of involvement in the game's conflict. Those explorations are integrated in the explorations of Relaxation, Anticipation, Engagement and Decay.
Contextual Music may come from the game world itself (Diegetic Music) although that is not the most frequent case.
Examples