Difference between revisions of "Genre"

From SoundInGames.com - Sound Design in Games
Jump to: navigation, search
m
m
Line 27: Line 27:
 
Game [[Genre]] influences the kind of explorations in sound design, particularly regarding [[Gameplay]].  
 
Game [[Genre]] influences the kind of explorations in sound design, particularly regarding [[Gameplay]].  
  
Some of the explorations we identified are more prone to be found in particular genres than others. For instance, [[Rhythm Gameplay]] and [[Pitch Gameplay]] are characteristic of rhythm and pitch games where, in turn, it would not be expected to find explorations of [[Eavesdropping]] or [[Sound Decoys]]. Yet, since there may be no reason for a designer to strictly adhere to a particular genre, defying this boundaries can be a nice creativity principle.
+
Some of the explorations we identified are more prone to be found in particular genres than others. For instance, [[Rhythm Gameplay]] and [[Pitch Gameplay]] are characteristic of rhythm and pitch games where, in turn, it would not be expected to find explorations of [[Eavesdropping]] or [[Sound Decoys]]. Yet, since there may be no reason for a designer to strictly adhere to a particular genre, defying these boundaries can be a nice creativity principle.
  
 
Some other explorations, on the contrary, prove to be very cross-genre. Examples include [[Music]], [[Achievement]], [[Failure]],  [[Sound Effects]], etc.
 
Some other explorations, on the contrary, prove to be very cross-genre. Examples include [[Music]], [[Achievement]], [[Failure]],  [[Sound Effects]], etc.
Line 35: Line 35:
 
| ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i="1" w="{{R16by9W}}" h="{{R16by9H}}">A third-person shooter that includes diverse [[Stealth]] explorations.</mt>
 
| ex2=<mt p="SoundDecoys" g="MGS4" altg="Metal Gear Solid 4: Guns of the Patriots" i="1" w="{{R16by9W}}" h="{{R16by9H}}">A third-person shooter that includes diverse [[Stealth]] explorations.</mt>
 
| ex3=<mt p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}">An audio game with [[Papa Sangre |many distinctive explorations]] of sound.</mt>
 
| ex3=<mt p="CharacterSoundprint" g="Papa Sangre" i="2" w="{{ViPhoneH}}" h="{{ViPhoneW}}">An audio game with [[Papa Sangre |many distinctive explorations]] of sound.</mt>
| ex4=<mt p="RhythmGameplay" g="Tap Tap Revenge" altg="Tap Tap Revenge 3" w="{{ViPhoneW}}" h="{{ViPhoneH}}">One example of strict [[Rhythm Gameplay]]</mt>
+
| ex4=<mt p="RhythmGameplay" g="Tap Tap Revenge" altg="Tap Tap Revenge 3" w="{{ViPhoneW}}" h="{{ViPhoneH}}">One example of strict [[Rhythm Gameplay]].</mt>
| ex5=<mt p="SoundInput" g="SingStar" altg="SingStar Vol.3" i="1" w="{{R16by9W}}" h="{{R16by9H}}">An emblematic example of a strict [[Pitch Gameplay]]</mt>
+
| ex5=<mt p="SoundInput" g="SingStar" altg="SingStar Vol.3" i="1" w="{{R16by9W}}" h="{{R16by9H}}">An emblematic example of a strict [[Pitch Gameplay]].</mt>
 
}}
 
}}

Revision as of 22:49, 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

Characteristics of gameplay.

Relationships

Context:
Sound Design in Games .
Relates to:
Sound Input , Gameplay , Musical Outcome , Narrative .
May relate to:
Rhythm Gameplay , Sing to Act , Stealth .

Description

Game Genre influences the kind of explorations in sound design, particularly regarding Gameplay.

Some of the explorations we identified are more prone to be found in particular genres than others. For instance, Rhythm Gameplay and Pitch Gameplay are characteristic of rhythm and pitch games where, in turn, it would not be expected to find explorations of Eavesdropping or Sound Decoys. Yet, since there may be no reason for a designer to strictly adhere to a particular genre, defying these boundaries can be a nice creativity principle.

Some other explorations, on the contrary, prove to be very cross-genre. Examples include Music, Achievement, Failure, Sound Effects, etc.

Examples

Patapon: Patapon is an extraordinary example of a game that crosses genres, and combines explorations which are traditionally apart.
Metal Gear Solid 4: Guns of the Patriots: A third-person shooter that includes diverse Stealth explorations.
Papa Sangre: An audio game with many distinctive explorations of sound.
[show less examples...]
Tap Tap Revenge 3: One example of strict Rhythm Gameplay.
SingStar Vol.3: An emblematic example of a strict Pitch Gameplay.



Genre-front-v10.pngGenre-back-v10.png