Difference between revisions of "Stealth"
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| rel4=[[Footsteps]], [[Character Soundprint]], [[Unaware NPC]], [[Seeking for PC]]<br> | | rel4=[[Footsteps]], [[Character Soundprint]], [[Unaware NPC]], [[Seeking for PC]]<br> | ||
| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
+ | | description = | ||
+ | Sound plays a special role in Stealth games, in terms of the [[Gameplay]]. | ||
+ | |||
+ | design is particullary pertinent in [[Stealth]] games. are | ||
+ | are a sub-genre that favours subterfuge over open conflict. | ||
+ | Sound design can serve very naturally stealth gameplay in two ways: sound can be integrated as one of the aspects in which it is relevant to perform low profile actions, in order to avoid unwanted attention; and, sound can be used as tool to overcome opponents. | ||
+ | Regarding the first intent sound can be designed in a way that the Character Soundprint depends on the magnitude of the movements. Footfalls, in particular are usually explored with that purpose. Sounds that result from characters actions are also relevant, as inspired by Coherence, like the common case of gun shots. Also it is interesting to include elements in the gameplay that allow Soundprint Suppressing. For the latter intent other explorations exist such as, Decoys, Eavesdropping, etc. | ||
+ | | additional= | ||
+ | |||
| examples= | | examples= | ||
{{NoVideo|'''Deadly Premonition:'''}} | {{NoVideo|'''Deadly Premonition:'''}} |
Revision as of 00:22, 17 October 2011
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The card's front face | The card's back face |
Contents
Synopsis
Low profile behaviours that include adopting a small soundprint. |
Relationships
Context:
Consequent Sound , Anticipation
, Emotional Script
.
Includes:
Sound Suppressing , Sound Decoys
, Eavesdropping
.
May relate:
Genre File:M385px-Genre-front-v20.png.
Relates to:
Footsteps , Character Soundprint
, Unaware NPC
, Seeking for PC
.
Description
Sound plays a special role in Stealth games, in terms of the Gameplay.
design is particullary pertinent in Stealth games. are are a sub-genre that favours subterfuge over open conflict. Sound design can serve very naturally stealth gameplay in two ways: sound can be integrated as one of the aspects in which it is relevant to perform low profile actions, in order to avoid unwanted attention; and, sound can be used as tool to overcome opponents. Regarding the first intent sound can be designed in a way that the Character Soundprint depends on the magnitude of the movements. Footfalls, in particular are usually explored with that purpose. Sounds that result from characters actions are also relevant, as inspired by Coherence, like the common case of gun shots. Also it is interesting to include elements in the gameplay that allow Soundprint Suppressing. For the latter intent other explorations exist such as, Decoys, Eavesdropping, etc.
Examples