Difference between revisions of "Seeking for PC"

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| rel4=[[Unaware NPC]]<br>
 
| rel4=[[Unaware NPC]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
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| description=
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It may be interesting that the player perceives when the NPC are [[Seeking for PC]]. This is both informative (a matter of [[Awareness]]) and contributive to the [[Emotional Script]]).
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Usually the NPC explicitly voice their hostile intentions towards the the PC ([[Dialogue]]). Yet other non-linguistic behaviours that reveal NPC "activation" can also effective in expressing that kind of attitude.
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| examples=
 
| examples=
 
| ex1=<mt p="SeekingForPC" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="SeekingForPC" g="Assassins Creed" altg="Assassin's Creed" w="{{R16by9W}}" h="{{R16by9H}}"></mt>

Revision as of 22:42, 14 October 2011

Front face Back face
The card's front face The card's back face

Synopsis

NPC’s manifestations of active chasing of the PC.

Relationships

Contexts:
Awareness , Engagement , Anticipation .
May use:
Dialogue , Shout and Yell , Grunts .
May relate to:
Stealth , Character Soundprint , Sound Decoys .
Contrasts with:
Unaware NPC .

Description

It may be interesting that the player perceives when the NPC are Seeking for PC. This is both informative (a matter of Awareness) and contributive to the Emotional Script).

Usually the NPC explicitly voice their hostile intentions towards the the PC (Dialogue). Yet other non-linguistic behaviours that reveal NPC "activation" can also effective in expressing that kind of attitude.

Examples

Assassin's Creed:
Bioshock:
Oblivion:
[show less examples...]
Far Cry 2:
Commandos BCD:
Crysis:
Thief III: Deadly Shadows:
Papa Sangre:



SeekingForPC-front-v10.pngSeekingForPC-back-v10.png