Difference between revisions of "Contextual Music"
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− | [[Music]] is frequently used to | + | [[Music]] is frequently used to characterize specific contexts. These contexts may be regions in the scenario, levels, categories of circumstances, etc. |
Designing [[Contextual Music]] is more prone to contribute to the fitness of [[Music]] in each particular moment along the experience, than a "global" game [[Music]] alone would. The succession of the pieces of [[Contextual Music]], as heard by the player, allows a transposition to the [[Music]] level of the global [[Emotional Script]] of the experience. | Designing [[Contextual Music]] is more prone to contribute to the fitness of [[Music]] in each particular moment along the experience, than a "global" game [[Music]] alone would. The succession of the pieces of [[Contextual Music]], as heard by the player, allows a transposition to the [[Music]] level of the global [[Emotional Script]] of the experience. |
Revision as of 16:50, 4 January 2012
The card's front face | The card's back face |
Contents
Synopsis
Music specific to particular contexts or levels. |
Relationships
Contexts:
Narrative , Emotional Script .
May relate to:
Diegetic Music .
Makes use of:
Music .
Description
Music is frequently used to characterize specific contexts. These contexts may be regions in the scenario, levels, categories of circumstances, etc.
Designing Contextual Music is more prone to contribute to the fitness of Music in each particular moment along the experience, than a "global" game Music alone would. The succession of the pieces of Contextual Music, as heard by the player, allows a transposition to the Music level of the global Emotional Script of the experience.
Contextual Music may come from the game world itself (Diegetic Music) but that is not mandatory nor even the most frequent case.
Also, Contextual Music may be designed so that the Variety it propitiates contributes to a constantly renewed experience.
A particular type of contextual variations on Music that we are addressing separately is the change according to the current involvement in the game's conflict. Those explorations are integrated in the design of Relaxation, Anticipation, Engagement and Decay.
Examples