Difference between revisions of "Genre"

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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 genre than others.
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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.
  
For instance rhythm games
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Some other explorations, on the contrary, prove to be very cross-genre. Examples include [[Music]], [[Achievement]], [[Failure]],  [[Sound Effects]], etc.
 
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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.
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| examples =  
 
| examples =  

Revision as of 10:33, 16 August 2011

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 File:M385px-Gameplay-front-v20.png, Musical Outcome , Narrative .
May relate to:
Play the Beat File:M385px-PlayTheBeat-front-v20.png, 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 this 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 is an extraordinary example of a game that crosses genres, and combines explorations which are traditionally apart.

[show less examples...]



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