Difference between revisions of "Address Others"
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− | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], singing and playing (e.g. [Sing to Act]), whistling, and car honking. Motivations may relate to the [[Gameplay]], or simply be part of the exploratory dimension of the experience. | + | Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short [[Dialogue]], singing and playing (e.g. [[Sing to Act]]), whistling, and car honking. Motivations may relate to the [[Gameplay]], or simply be part of the exploratory dimension of the experience. |
| examples= | | examples= |
Revision as of 17:46, 13 October 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, singing and playing (e.g. Sing to Act), whistling, and car honking. Motivations may relate to the Gameplay, or simply be part of the exploratory dimension of the experience.
Examples