Difference between revisions of "In-game Feedback"

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| ex3=<mt p="InGameFeedback" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex3=<mt p="InGameFeedback" g="Spore" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex4=<mt p="InGameFeedback" g="Rhythm Paradise" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex4=<mt p="InGameFeedback" g="Rhythm Paradise" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex5=<mt p="InGameFeedback" g="Patapon" i=1 m="Patapon-InGameFeedback-1-M.mov" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
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| ex5=<mt p="InGameFeedback" g="Patapon" i=1 m="index.php?title=File:Patapon-InGameFeedback-1-M.mov" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex6=<mt p="InGameFeedback" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex6=<mt p="InGameFeedback" g="Ocarina Of Time" altg="The Legend of Zelda:Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex7=<mt p="InGameFeedback" g="End War" altg="Tom Clancy's EndWar" w="{{R16by9W}}" h="{{R16by9H}}">In-game reactions to voice commands ([[Sound Input]]), including the inability to understand or execute an order.</mt>
 
| ex7=<mt p="InGameFeedback" g="End War" altg="Tom Clancy's EndWar" w="{{R16by9W}}" h="{{R16by9H}}">In-game reactions to voice commands ([[Sound Input]]), including the inability to understand or execute an order.</mt>
 
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Revision as of 01:41, 5 December 2011

Front face Back face
The card's front face The card's back face

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.



FakeX-front-v10.pngFakeX-back-v10.png