Difference between revisions of "Hurry Up!"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
Line 15: Line 15:
 
| rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
 
| rel3=[[Sound Effects]], [[Music]], [[Entrainment]]<br>
 
| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 +
| description =
 +
 +
The urge to complete some goal is  usually supported by sound. Considering that time is the dimension that needs to be emphasized in these scenarios, common solutions involve augmenting the perception of time ticking or accelerating some sort of pulse, in a tentative to induce arousal through [[Entrainment]]. Intense and accelerated [[Music]] is also a common ingredient.
 +
 +
In Tomb Rider Underworld, we find a situation when Lara has to escape from a particular scenario, and sound has a predominant role in providing a clear message of relevance on urgency. [Spoiler:] There is the astonishing [[Foley]] of the scenario falling apart and of a very loud alarm, [[Dialogue]] from a repeating voiced message, and a overwhelming [[Music]]. In conjunction this composition leads the player to urge to the exit. Interestingly enough, this is not an actual time dependent quest [pending: double check this], which even puts more merit on sound design, which provides that illusion.
 
}}
 
}}

Revision as of 23:49, 10 August 2011

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

Synopsis

Contributing for the sense of urge in completing something.

Relationships

Context:
Emotional Script , Awareness , Window of Opportunity .
May relate to:
Imminent Death .
Often uses:
Sound Effects , Music , Entrainment .

Description

The urge to complete some goal is usually supported by sound. Considering that time is the dimension that needs to be emphasized in these scenarios, common solutions involve augmenting the perception of time ticking or accelerating some sort of pulse, in a tentative to induce arousal through Entrainment. Intense and accelerated Music is also a common ingredient.

In Tomb Rider Underworld, we find a situation when Lara has to escape from a particular scenario, and sound has a predominant role in providing a clear message of relevance on urgency. [Spoiler:] There is the astonishing Foley of the scenario falling apart and of a very loud alarm, Dialogue from a repeating voiced message, and a overwhelming Music. In conjunction this composition leads the player to urge to the exit. Interestingly enough, this is not an actual time dependent quest [pending: double check this], which even puts more merit on sound design, which provides that illusion.

Examples

[show less examples...]



HurryUp-front-v10.pngHurryUp-back-v10.png