Difference between revisions of "Emotional Script"
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| name =Emotional Script | | name =Emotional Script | ||
| deckversion =1.0 | | deckversion =1.0 | ||
− | | | + | | v10synopsis =Sound designed to contribute to the game’s emotional script |
+ | | v20synopsis =Sound designed to elicit emotions along the experience | ||
| patternpresentation = | | patternpresentation = | ||
| cardpresentation= | | cardpresentation= | ||
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| backface =EmotionalScript-back-v10.png | | backface =EmotionalScript-back-v10.png | ||
| screenshots= | | screenshots= | ||
− | | | + | | v10rel-tag1=Context:<br> |
− | | | + | | v10rel1=[[Sound Design in Games]]<br> |
− | | | + | | v10rel-tag2=Relates to:<br> |
− | | | + | | v10rel2=[[Narrative]]<br> |
− | | | + | | v10rel-tag3=May use many, including:<br> |
− | | | + | | v10rel3=[[Trance]], [[Cut-Scenes]], [[Gameplay]], [[Entrainment]], [[R-A-E-D Iterations]], [[Failure]], [[Achievement]], [[Contextual Music]], [[Grunts]], [[Window of Opportunity]], ...<br> |
+ | | v20rel-tag1=Relates to:<br> | ||
+ | | v20rel1=[[Narrative]]<br> | ||
+ | | v20rel-tag2=May use many, including:<br> | ||
+ | | v20rel2=[[R-A-E-D Iterations]], [[Cutscenes]], [[Window of Opportunity]], [[Music]], [[Contextual Music]], [[Achievement]], [[Failure]], [[Grunts]], [[Ouch!]], [[Imminent Death]], [[Trance]], [[Entrainment]], [[...]]<br> | ||
| revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis | | revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis | ||
| notesontop= | | notesontop= |
Revision as of 16:04, 17 November 2011
The card's front face | The card's back face |
Synopsis
Sound designed to elicit emotions along the experience. |
Relationships
Relates to:
Narrative .
May use many, including:
R-A-E-D Iterations , Cutscenes , Window of Opportunity , Music , Contextual Music , Achievement , Failure , Grunts , Ouch! , Imminent Death , Trance , Entrainment , ....
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 hold great potential in the design of the Emotional Script. Sound can be used to portrait a certain emotional state with advantages over the visual clues (e.g. a character who laughs, or cries, or groans to indicate discomfort or fear, or verbally details a feeling). In addition to momentary emotional characterisations, sound can also be used to communicate the overall emotional development along time (e.g through the migration between distinctive acoustic moods, or through the progressive addition or subtraction of elements to the composition).
In addition to the comprehensive exploration of the emotional plane that this pattern suggests, the Deck contains other design patterns which, depending on the specific explorations, may also contribute to some of the pieces in that Emotional Script. Elicited emotions may include: satisfaction (e.g. Achievement), disappointment (e.g. Failure, Death), excitement (e.g. Engagement), amazement (e.g. Revelation), elation (e.g. Title Screens), 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
External Resources
[pending:References to the importance of emotions in human performance.] [pending:References to lists and systems of classification of emotions.]