Difference between revisions of "Emotional Script"

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Sound explorations hold great potential in the design of the [[Emotional Script]].
 
Sound explorations hold great potential in the design of the [[Emotional Script]].
  
In addition to the comprehensive exploration that this pattern suggests, the [[Deck]] contains some other design patters which may also contribute to some of the pieces in that [[Emotional Script]]. Those include:  satisfaction (e.g. [[Achievement]]), disappointment (e.g. [[Failure]], [[Death]]), excitement (e.g. [[Engagement]]), tension (e.g. [[Anticipation]], [[Engagement]], [[Imminent Death]], [[Hurry Up!]], [[Window of Opportunity]], [[Silence]]), serenity (e.g. [[Relaxation]], [[Trance]]), anxiety (e.g. [[Silence]], [[Noise]]), fear (e.g. [[Breath]], [[Heartbeat]]), emphaty (e.g. [[Ouch!]], [[Grunts]], [[Thoughts]]), relieve (e.g. [[Decay]]), interest (e.g. [[Awareness]]), affection (e.g. [[Make Sound not War]]), etc.  
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In addition to the comprehensive exploration that this pattern suggests, the [[Deck]] contains some other design patters which may also contribute to some of the pieces in that [[Emotional Script]]. Depending on the specific design explorations of the patterns in stake, those may include:  satisfaction (e.g. [[Achievement]]), disappointment (e.g. [[Failure]], [[Death]]), excitement (e.g. [[Engagement]]), tension (e.g. [[Anticipation]], [[Engagement]], [[Imminent Death]], [[Hurry Up!]], [[Window of Opportunity]], [[Silence]]), serenity (e.g. [[Relaxation]], [[Trance]]), anxiety (e.g. [[Silence]], [[Noise]]), fear (e.g. [[Breath]], [[Heartbeat]]), emphaty (e.g. [[Ouch!]], [[Grunts]], [[Thoughts]]), relieve (e.g. [[Decay]]), interest (e.g. [[Awareness]]), affection (e.g. [[Make Sound not War]]), etc. <br />
{{Pending| classification inspired in EARL [REF]}}
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{{Pending| classification inspired in EARL [REF: http://emotion-research.net/projects/humaine/earl]}}
 
| external=
 
| external=
 
References to the importance of emotions in human performance
 
References to the importance of emotions in human performance
 
| examples=
 
| examples=
| ex1=<mt p="EmotionalScript" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex1=<mt p="EmotionalScript" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">The game propitiates a journey from the sadness of a polluted and lifeless environment to the pleasure and contentment of recovering it. This happens both at the macro level (observable for instance in the evolution of the [[Acoustic Ecology]] that accompanies the [[Menu]]) and inside each particular level where each small contribution represents and advancement in an acoustic composition, occasionally further animated by some bursts (both acoustic and visual). 
<!--| ex2=<mt p="EmotionalScript" g="Silent Hill 2" h="200"></mt>-->
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</mt>
| ex3=<mt p="EmotionalScript" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
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| ex2=<mt p="EmotionalScript" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex4=<mt p="EmotionalScript" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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| ex3=<mt p="EmotionalScript" g="Ice Age 3" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex5=<mt p="EmotionalScript" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
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| ex4=<mt p="EmotionalScript" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt>
| ex6=<mt p="EmotionalScript" g="LocoRoco" altg="Loco Roco" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex5=<mt p="EmotionalScript" g="LocoRoco" altg="Loco Roco" w="{{R16by9W}}" h="{{R16by9H}}">Sound design in LocoRoco is highly emotive, for each contribute aspects such as the [[Aesthetics]] and [[Variety]] of [[Music]], all [[Character Soundprint|Character's Soundprint]] and also their [[Variety]], the way sound participates in the [[Gameplay]], including prescinding from aggressive conflict ([[Make Sound not War]]), and an overall coherent [[Acoustic Ecology]].</mt>
| ex7=<mt p="EmotionalScript" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
+
| ex6=<mt p="EmotionalScript" g="Ico" w="{{RPS2W}}" h="{{RIcoH}}"></mt>
 +
<!--| ex7=<mt p="EmotionalScript" g="Silent Hill 2" h="200">{{Pending|}}</mt>-->  
 
}}
 
}}

Revision as of 22:47, 18 October 2011

Deck←
See the discussion, about the name
Front face Back face
The card's front face The card's back face

Synopsis

Sound designed to contribute to the game’s emotional script.

Relationships

Context:
Sound Design in Games .
Relates to:
Narrative .
May use many, including:
Trance , Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png, Entrainment , R-A-E-D Iterations , Failure , Achievement , Contextual Music , Grunts , Window of Opportunity , ....

Description

A game "experience" is built upon the memory of the emotions the player visits. In order to optimize the emotional relevance of every moment the player is interacting with the game product, an Emotional Script ought to be thoughtfully designed.

Sound explorations hold great potential in the design of the Emotional Script.

In addition to the comprehensive exploration that this pattern suggests, the Deck contains some other design patters which may also contribute to some of the pieces in that Emotional Script. Depending on the specific design explorations of the patterns in stake, those may include: satisfaction (e.g. Achievement), disappointment (e.g. Failure, Death), excitement (e.g. Engagement), tension (e.g. Anticipation, Engagement, Imminent Death, Hurry Up!, Window of Opportunity, Silence), serenity (e.g. Relaxation, Trance), anxiety (e.g. Silence, Noise), fear (e.g. Breath, Heartbeat), emphaty (e.g. Ouch!, Grunts, Thoughts), relieve (e.g. Decay), interest (e.g. Awareness), affection (e.g. Make Sound not War), etc.
[pending: classification inspired in EARL [REF: http://emotion-research.net/projects/humaine/earl]]

Examples

Flower: The game propitiates a journey from the sadness of a polluted and lifeless environment to the pleasure and contentment of recovering it. This happens both at the macro level (observable for instance in the evolution of the Acoustic Ecology that accompanies the Menu) and inside each particular level where each small contribution represents and advancement in an acoustic composition, occasionally further animated by some bursts (both acoustic and visual).
Thief III: Deadly Shadows:
Ice Age 3:
[show less examples...]
Papa Sangre:
Loco Roco: Sound design in LocoRoco is highly emotive, for each contribute aspects such as the Aesthetics and Variety of Music, all Character's Soundprint and also their Variety, the way sound participates in the Gameplay, including prescinding from aggressive conflict (Make Sound not War), and an overall coherent Acoustic Ecology.
Ico:


External Resources

References to the importance of emotions in human performance

EmotionalScript-front-v10.pngEmotionalScript-back-v10.png