Difference between revisions of "Contextual Music"

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| revisions =Introduced in version 1.0
 
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[[Music]] is frequently used to characterise specific contexts during the [[Gameplay]]. This may be regions in the scenario, levels,
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[[Music]] is frequently used to characterise specific contexts during the [[Gameplay]]. These contexts may be regions in the scenario, levels, categories of circumstances.
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A particular type of variations on [[Music]] that we are addressing separately is the change according to the current of involvement in the game's conflict. Those explorations are integrated in the sound explorations of [[Relaxation]], [[Anticipation]], [[Engagement]] and [[Decay]].
  
 
[[Contextual Music]] may come from the game world itself ([[Diegetic Music]]) although that is not the most frequent case.
 
[[Contextual Music]] may come from the game world itself ([[Diegetic Music]]) although that is not the most frequent case.

Revision as of 00:13, 19 August 2011

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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 characterise specific contexts during the Gameplay. These contexts may be regions in the scenario, levels, categories of circumstances.

A particular type of variations on Music that we are addressing separately is the change according to the current of involvement in the game's conflict. Those explorations are integrated in the sound explorations of Relaxation, Anticipation, Engagement and Decay.

Contextual Music may come from the game world itself (Diegetic Music) although that is not the most frequent case.

Examples

Oblivion:
Flower:
Loco Roco:
[show less examples...]
Ocarina of Time:



ContextualMusic-front-v10.pngContextualMusic-back-v10.png