Difference between revisions of "Address Others"
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| ex2=<mt p="AddressOthers" g="Uncharted 2" h="140">Nathan can exchange compliments with the villagers or even pet a yak, using [[Dialogue]]</mt> | | ex2=<mt p="AddressOthers" g="Uncharted 2" h="140">Nathan can exchange compliments with the villagers or even pet a yak, using [[Dialogue]]</mt> | ||
| ex3=<mt p="AddressOthers" g="Ico" h="188">Ico calling Yorda is a [[Signature]] of this game and has high impact in the [[Emotional Script]]</mt> | | ex3=<mt p="AddressOthers" g="Ico" h="188">Ico calling Yorda is a [[Signature]] of this game and has high impact in the [[Emotional Script]]</mt> | ||
− | | ex7=<mt p="AddressOthers" g="Dead To Rights: Retribution" altg="Dead to Rights" h="140">Jack asking his sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes | + | | ex7=<mt p="AddressOthers" g="Dead To Rights: Retribution" altg="Dead to Rights" h="140">Jack asking his sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes, Shadow's contributions are instrumental to success.</mt> |
| ex4=<mt p="AddressOthers" g="Heavy Rain" h="140">Ethan calling his son while seeking for him in the middle of the crowd in a shopping center.</mt> | | ex4=<mt p="AddressOthers" g="Heavy Rain" h="140">Ethan calling his son while seeking for him in the middle of the crowd in a shopping center.</mt> | ||
| ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140">John calling for a horse. He can also address people, in which case they exchange some compliment.</mt> | | ex5=<mt p="AddressOthers" g="Red Dead Redemption" h="140">John calling for a horse. He can also address people, in which case they exchange some compliment.</mt> |
Revision as of 22:01, 19 August 2011
The card's front face | The card's back face |
Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound , Make Sound not War .
May imply:
Sound Input .
Often uses:
Dialogue , Foley .
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, whistling, and car honking. Motivations may relate to the Gameplay, or simply be part of the exploratory dimension of the experience.
Examples