Difference between revisions of "In-game Feedback"

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| revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis
 
| revisions =Introduced in version 1.0<br />Version 2.0: updated synopsis
 
| description=
 
| description=
[[Gameplay]] based on [[Sound Input]] or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance.
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Gameplay based on [[Sound Input]] or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance.
  
 
In some examples this feedback promotes '''positive''' emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintaining the player in a positive mood, and c) provides an additional source of entertainment.
 
In some examples this feedback promotes '''positive''' emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintaining the player in a positive mood, and c) provides an additional source of entertainment.

Revision as of 22:44, 28 November 2011

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Synopsis

Providing indicators on the player's acoustic performance.

Relationships

Contexts:
Sound Input , Rhythm Gameplay , Pitch Gameplay , Awareness , Emotional Script .
Relates to:
Levelled Performance .

Description

Gameplay based on Sound Input or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance.

In some examples this feedback promotes positive emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintaining the player in a positive mood, and c) provides an additional source of entertainment.

A complementary way to tackle complexity is to require Levelled Performance regarding sound performance, in the same manner as it is done with other gameplay aspects.

Examples

SingStar:
Guitar Hero:
Spore:
[show less examples...]
Rhythm Paradise:
Patapon:
The Legend of Zelda:Ocarina of Time:
Tom Clancy's EndWar: In-game reactions to voice commands (Sound Input), including the inability to understand or execute an order.



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