Difference between revisions of "Stealth"

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Sound plays a special role in Stealth games, in terms of the [[Gameplay]].
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Sound plays a special role in [[Stealth]] actions: the sound associated to the PC's actions (including moving) is relevant for the [[Gameplay]] (that is, [[Consequent Sound]]), namely in terms of the reaction of the NPC.
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Being able to perfor [[Stealth]] implies that it is relevant to perform low profile actions, in order to avoid unwanted attention; and, sound can be used as tool to overcome opponents.
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Besides the explorations calling for low profile actions in order to avoid unwanted attention, sound can also be used as tool to overcome opponents. Two examples are the use of [[Sound Decoys]] and [[Eavesdropping]].
  
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.  
 
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.  
 
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Revision as of 00:47, 17 October 2011

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The card's front face The card's back face

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 actions: the sound associated to the PC's actions (including moving) is relevant for the Gameplay (that is, Consequent Sound), namely in terms of the reaction of the NPC.

Being able to perfor Stealth implies that it is relevant to perform low profile actions, in order to avoid unwanted attention; and, sound can be used as tool to overcome opponents.

Besides the explorations calling for low profile actions in order to avoid unwanted attention, sound can also be used as tool to overcome opponents. Two examples are the use of Sound Decoys and Eavesdropping.

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

Deadly Premonition:
Dead to Rights: Retribution:
Metal Gear Solid 4:
Tom Clancy's Splinter Cell: Chaos Theory:
[show less examples...]
Thief III: Deadly Shadows:
Papa Sangre:
Halo:



Stealth-front-v10.pngStealth-back-v10.png