Difference between revisions of "Stealth"
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| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
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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. | + | 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. Games of the [[Stealth|Stealth ]] [[Genre]] (or sub-genre) make an extensive of such explorations. |
− | Being able to | + | Being able to perform [[Stealth]] actions implies that it is possible to adopt a low profile behaviour in order to avoid unwanted attention. That calls for a proper design of the [[Character Soundprint|Character's Soundprint]], which, for instance, depends on the magnitude of the movements. [[Footsteps]], in particular, are usually explored with such purpose. |
− | + | Using modifiers to conceal the sound of PC's actions ([[Sound Suppressing]]) may also be integrated as part of the [[Gameplay]]. | |
− | + | Conversely, sound can also be used as tool to overcome opponents. Two examples are the use of [[Sound Decoys]] and [[Eavesdropping]]. | |
− | + | ||
+ | Ways to provide feedback to the player regarding the interest and state of awareness of NPC towards the PC is to design explorations such as [[Unaware NPC]], [[Suspicious NPC]] and [[Seeking for PC]]. | ||
+ | |||
+ | The nature of [[Stealth]] actions propitiates design opportunities in terms of the [[Emotional Script]], including the exploration of [[Anticipation]]. | ||
| examples= | | examples= |
Revision as of 01:20, 17 October 2011
The card's front face | The card's back face |
Contents
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. Games of the Stealth Genre (or sub-genre) make an extensive of such explorations.
Being able to perform Stealth actions implies that it is possible to adopt a low profile behaviour in order to avoid unwanted attention. That calls for a proper design of the Character's Soundprint, which, for instance, depends on the magnitude of the movements. Footsteps, in particular, are usually explored with such purpose.
Using modifiers to conceal the sound of PC's actions (Sound Suppressing) may also be integrated as part of the Gameplay.
Conversely, sound can also be used as tool to overcome opponents. Two examples are the use of Sound Decoys and Eavesdropping.
Ways to provide feedback to the player regarding the interest and state of awareness of NPC towards the PC is to design explorations such as Unaware NPC, Suspicious NPC and Seeking for PC.
The nature of Stealth actions propitiates design opportunities in terms of the Emotional Script, including the exploration of Anticipation.
Examples