Difference between revisions of "Seeking for PC"
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| ex2=<mt p="SeekingForPC" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex2=<mt p="SeekingForPC" g="Bioshock" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| ex8=<mt p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex8=<mt p="SeekingForPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| − | | ex9=<mt p="SeekingForPC" g="MGS4" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | + | | ex9=<mt p="SeekingForPC" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}"></mt> |
| ex6=<mt p="SeekingForPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | | ex6=<mt p="SeekingForPC" g="Crysis" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
| ex7=<mt p="SeekingForPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | | ex7=<mt p="SeekingForPC" g="Thief III" altg="Thief III: Deadly Shadows" w="{{R4by3W}}" h="{{R4by3H}}"></mt> | ||
Revision as of 22:48, 21 December 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| NPC’s manifestations of active chasing of the PC. |
Relationships
Contexts:
Awareness
, Engagement
, Anticipation
.
May use:
Dialogue
, Shout and Yell
, Grunts
.
May relate to:
Stealth
, Character Soundprint
, Sound Decoys
.
Contrasts with:
Unaware NPC
, Suspicious NPC
.
Description
It may be interesting that the player perceives when the NPC are aware and committed to find the PC, ready for Engagement. Such state applies between the NPC spot the PC and the matter is somehow solved.
While Seeking for PC, Dialogue-capable NPC usually voice their hostile intentions towards the PC. Yet, other non-linguistic behaviours that reveal NPC "activation" can also be effective in expressing that kind of attitude.
Seeking for PC is both informative (a matter of Awareness) and contributive to the Emotional Script).
Other possible stages of Awareness of (hostile) NPC behaviour that are commonly represented through acoustic expressions are Unaware NPC (while the NPC are not aware of the PC's presence) and Suspicious NPC (should the NPC have reason to investigate the PC's presence.
Examples










