Difference between revisions of "Thoughts"

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| name =Helper Voice
 
| name =Helper Voice
 
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| synopsis = Expressing what a character is thinking of
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| synopsis = Revealing what a character is thinking of
 
| patternpresentation =
 
| patternpresentation =
 
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Revision as of 19:00, 13 October 2011

Deck←
This is a candidate pattern, entering version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card (new in version 2.0)

Synopsis

Revealing what a character is thinking of.

Relationships

Contexts:
Narrative , Gameplay File:M385px-Gameplay-front-v20.png.
May relate to:
Narrator .
May use:
Dialogue .

Description

Thoughts allow expressing messages in a diegetic way. The associated introspection also contributes to inspire and maintain a sense of immersion in the experience. Additionaly, from an emotional standpoint, providing access to the PC's Thoughts has the potential to enhancing the empathy between the player and the PC. Thoughts often consist of Dialogue that contributes to the Narrative, though other solutions have been explored. When Dialogue is used, it can actually be spoken (though usually in a quiter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, specially when the distinction is relevant (for instance when other characters are present).

Examples

Heavy Rain: Thoughts – and the chance to choose between them – as part of the Gameplay.
Silent Hill Homecoming: The question augments the focus and suggests that there is something special about this particular scene.
Metal Gear Solid 4: An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.
[show less examples...]
Sam & Max 301: The Penal Zone: Reading (listening to) other's Thoughts as part of the Gameplay.
Tomb Raider Underworld: Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.
Silent Hill: The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.



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