Difference between revisions of "Gameplay"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 36: Line 36:
 
| ex1=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex1=<mt p="Breath" g="Deadly Premonition" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex2=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
 
| ex2=<mt p="Gameplay" g="Ocarina Of Time" altg="The Legend of Zelda: Ocarina of Time" w="{{R4by3W}}" h="{{R4by3H}}"></mt>
| ex3=<mt p="SoundSuppressing" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Equipping a (bought) silencer in a gun.</mt>
+
| ex3=<mt p="SoundSuppressing" g="MGS4" altg="Metal Gear Solid 4" w="{{R16by9W}}" h="{{R16by9H}}">Equipping a silencer in a gun.</mt>
 
| ex4=<mt p="PitchGameplay" g="SingStar" altg="SingStar Vol.3" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex4=<mt p="PitchGameplay" g="SingStar" altg="SingStar Vol.3" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex5=<mt p="Consequent Sound" g="GTA4" altg="Grand Theft Auto IV" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex5=<mt p="Consequent Sound" g="GTA4" altg="Grand Theft Auto IV" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex6=<mt p="Stealth" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
| ex6=<mt p="Stealth" g="Dead To Rights" altg="Dead to Rights: Retribution" w="{{R16by9W}}" h="{{R16by9H}}"></mt>
 
}}
 
}}

Revision as of 21:47, 20 August 2012

The card's front face The card's back face

This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0

Synopsis

Sound relevant for the game mechanics.

Relationships

Contexts:
Sound Places , Genre , Narrative , Emotional Script , Trance .
Peers:
Title Screens , Menus , Cut-Scenes .
May Include:
Consequent Sound , Awareness , R-A-E-D Iterations , Musical Outcome .
May call for:
Sound Input , Helper Voice .

Description

This is an aggregator design pattern referring to all sound explorations occurring during the moments of actual play, including both the sounds that emanate from the game world and those that might be performed, possibly through Sound Input, with the purpose of interacting with that world and its inhabitants (Consequent Sound).

Examples

Deadly Premonition:
The Legend of Zelda: Ocarina of Time:
Metal Gear Solid 4: Equipping a silencer in a gun.
[show less examples...]
SingStar Vol.3:
Grand Theft Auto IV:
Dead to Rights: Retribution:



Gameplay-front-v10.pngGameplay-back-v10.png