Difference between revisions of "Engagement"

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| revisions =Introduced in version 1.0
 
| revisions =Introduced in version 1.0
 
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Episodes of [[Engagement]] are typical during the [[Gameplay]] and they constitute moments of high arousal in the [[Emotional Script]]. They usually involve a dense sound composition, with participation of [[Foley]], [[Sound Effects]], [[Music]], [[Dialogue]], [[Grunts]], [[Shout and Yell]], [[Seeking for PC]], and others.
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Episodes of [[Engagement]] are typical during the [[Gameplay]] and they constitute moments of high arousal in the [[Emotional Script]]. They usually involve a dense sound composition, with participation of [[Foley]], [[Sound Effects]] and [[Dialogue]] (from the conflict), [[Music]] (with accelerated beat), and others such as  [[Grunts]], [[Shout and Yell]] and [[Seeking for PC]].
  
An [[Engagement]]s may be immediately followed by a short phase of [[Decay]], which in turn would be followed by a phase of [[Relaxation]].
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An [[Engagement]]s may be immediately followed by a short phase of [[Decay]], which in turn would be followed by a phase of [[Relaxation]]. Depending on the gameplay [[Engagement]]s may be preceded by a phase of [[Anticipation]]. The iteration of these sequence of phases is often explored ([[R-A-E-D Iterations]]).
  
 
| examples=
 
| examples=

Revision as of 18:12, 16 October 2011

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Synopsis

A phase of gameplay of explicit conflict.

Relationships

Context:
R-A-E-D Iterations , Gameplay File:M385px-Gameplay-front-v20.png, Emotional Script .
Peers:
Relaxation , Anticipation , Decay .
May use many, including:
Foley , Sound Effects , Music , Dialogue , Entrainment , Seeking for PC , Shout and Yell , Sonic Weapon , Make Sound not War .

Description

Episodes of Engagement are typical during the Gameplay and they constitute moments of high arousal in the Emotional Script. They usually involve a dense sound composition, with participation of Foley, Sound Effects and Dialogue (from the conflict), Music (with accelerated beat), and others such as Grunts, Shout and Yell and Seeking for PC.

An Engagements may be immediately followed by a short phase of Decay, which in turn would be followed by a phase of Relaxation. Depending on the gameplay Engagements may be preceded by a phase of Anticipation. The iteration of these sequence of phases is often explored (R-A-E-D Iterations).

Examples

Tomb Raider Underworld:
Oblivion: Sounds of Engagement (mainly Music and eventually the NPC's expression (Seeking for PC)) replace Relaxation (mainly Music) as soon as the NPC becomes aware of the PC. Once the conflict is solved, Relaxation takes over, again.
Killzone 2:
[show less examples...]
Far Cry 2:
Patapon:
Ico:
Halo:
Need for Speed Undercover:



Engagement-front-v10.pngEngagement-back-v10.png