Difference between revisions of "Radio"
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| ex2=<mt p="Radio" g="Far Cry 2">There are even missions where the radio emission is central.</mt> | | ex2=<mt p="Radio" g="Far Cry 2">There are even missions where the radio emission is central.</mt> | ||
| ex3=<mt p="Radio" g="Death to Right>The news contribute with a bit more of information.</mt> | | ex3=<mt p="Radio" g="Death to Right>The news contribute with a bit more of information.</mt> | ||
| − | | ex4=<mt p="Radio" g="Chaos Theory" altg="Splinter Cell Chaos Theory">In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed. | + | | ex4=<mt p="Radio" g="Chaos Theory" altg="Splinter Cell Chaos Theory">In this case the radio emission competes for the attention during stealth action. Radios can be turned off or destroyed.</mt> |
| ex5=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4">The radio justifies in a diegetic way the music that integrates the Acoustic Ecology.</mt> | | ex5=<mt p="Radio" g="GTA4" altg="Grand Theft Auto 4">The radio justifies in a diegetic way the music that integrates the Acoustic Ecology.</mt> | ||
| ex6=<mt p="Radio" g="Silent Hill">In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby.</mt> | | ex6=<mt p="Radio" g="Silent Hill">In this game the radio is relevant not because of a regular emission it might receive but because it emits noise when enemies are nearby.</mt> | ||
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Revision as of 22:42, 15 August 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| Actual radio devices with emission is relevant. |
Relationships
Contexts:
Narrative
, Helper Voice
.
May relate:
Diegetic Music,Sound Suppressing File:M385px-DiegeticMusic,SoundSuppressing-front-v20.png, Stealth
.
Relates to:
Audio Logs File:M385px-AudioLogs-front-v20.png.
Description
It is fairly common to came across Radios in open-world games. Inserting this objects in the game world
They may only convey Diegetic Music but many times they serve the Narrative, or act as Helper Voice by providing information relevant to the Gameplay. They may also play a role during Stealth performance.
Radios are related but different from Audio Logs. The latter usually present scattered and anachronical pieces of past testimonies, and serve distinctive purposes
Examples
Considering that this is still a candidate pattern, we present more examples then usually, to better support the discussion.






