Difference between revisions of "Chitchat"
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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. | 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= | |examples= | ||
− | | ex1=<mt p="Chitchat" g="Assassins Creed 2" altg="Assassin's Creed 2" | + | | ex1=<mt p="Chitchat" g="Assassins Creed 2" altg="Assassin's Creed 2" h="140">Dense background conversations including [[Chitchat]] are very consistent in this game.</mt> |
| ex2=<mt p="Chitchat" g="Oblivion" h="140">Some [[Chitchat]] sentences, like the variants referring mud crabs are part of the game's [[Signature]]. Also, sometimes [[Chitchat]] is directed to the PC.</mt> | | ex2=<mt p="Chitchat" g="Oblivion" h="140">Some [[Chitchat]] sentences, like the variants referring mud crabs are part of the game's [[Signature]]. Also, sometimes [[Chitchat]] is directed to the PC.</mt> | ||
| ex3=<mt p="Chitchat" g="Far Cry 2" h="140">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)</mt> | | ex3=<mt p="Chitchat" g="Far Cry 2" h="140">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)</mt> | ||
| ex4=<mt p="Chitchat" g="Infamous" h="140">In Infamous part of the NPC's [[Dialogue]] is [[Chitchat]] that not only integrates the [[Acoustic Ecology]] but, more interstingly, shapes it, according to an [[Emotional Script]] that evolves during the game in function of the player's actions.</mt> | | ex4=<mt p="Chitchat" g="Infamous" h="140">In Infamous part of the NPC's [[Dialogue]] is [[Chitchat]] that not only integrates the [[Acoustic Ecology]] but, more interstingly, shapes it, according to an [[Emotional Script]] that evolves during the game in function of the player's actions.</mt> | ||
}} | }} |
Revision as of 15:52, 13 September 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