Difference between revisions of "Beacon Locator"
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| revisions =Introduced in version 1.0 | | revisions =Introduced in version 1.0 | ||
| description= | | description= | ||
− | Frequently, some game entities are supplemented with a soundprint that emphasizes their presence. The role of such soundprint varies, but they all aim some form of [[Awareness]]. The fact that [[Beacon Locators]] provide information regarding aspects that may be out of sight, and that such acoustic queues are often distinctive, is instrumental for [[Identification]] of the source. | + | Frequently, some game entities are supplemented with a soundprint that emphasizes their presence. The role of such soundprint varies, but they all aim some form of [[Awareness]]. The fact that [[Beacon Locator|Beacon Locators]] provide information regarding aspects that may be out of sight, and that such acoustic queues are often distinctive, is instrumental for [[Identification]] of the source. |
The most evident use is in supporting the spotting of collectible items. | The most evident use is in supporting the spotting of collectible items. | ||
− | + | ||
Examples where the remote detection of out of sight is solely acoustic can be found in Oblivion, regarding the nirnroot plants, and Assassin's Creed 2, regarding treasure chests. | Examples where the remote detection of out of sight is solely acoustic can be found in Oblivion, regarding the nirnroot plants, and Assassin's Creed 2, regarding treasure chests. | ||
In three examples, the soundprint of the sound emitters is not achieved through their own [[Foley]] but through some [[Sound Effects | Sound Effect]]. Sometimes the items themselves are [[Audio Logs]] as in the case of Infamous. | In three examples, the soundprint of the sound emitters is not achieved through their own [[Foley]] but through some [[Sound Effects | Sound Effect]]. Sometimes the items themselves are [[Audio Logs]] as in the case of Infamous. | ||
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[http://en.wikipedia.org/wiki/Distress_radiobeacon Distress radiobeacon] | [http://en.wikipedia.org/wiki/Distress_radiobeacon Distress radiobeacon] | ||
| examples= | | examples= | ||
− | | ex1=<mt p="BeaconLocator" g="Bioshock" h="140"></mt> | + | | ex1=<mt p="BeaconLocator" g="Bioshock" h="140">NPC's acoustic expression, in the case [[Chitchat]] (serving also as [[UnawareNPC]]), let the player know, at a great distance, of of their presence.</mt> |
− | | ex2=<mt p="BeaconLocator" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140"></mt> | + | | ex2=<mt p="BeaconLocator" g="AssassinsCreed2" altg="Assassin's Creed 2" h="140"> Treasure chests can be detected by their acoustic signature [[Sound Effects|Sound Effect]]</mt> |
− | | ex3=<mt p="BeaconLocator" g="Infamous" altg="InFamous" h="140"></mt> | + | | ex3=<mt p="BeaconLocator" g="Infamous" altg="InFamous" h="140">A Beacon Locator eases the location of a item – in the case a [[Audio Log]].</mt> |
− | | ex4=<mt p="BeaconLocator" g="Oblivion" h="140"></mt> | + | | ex4=<mt p="BeaconLocator" g="Oblivion" h="140">The detection of out of sight Nirnroot plants is solely acoustic ([[Sound Effects|Sound Effect]]).</mt> |
− | | ex5=<mt p="BeaconLocator" g="Far Cry 2" h="140"></mt> | + | | ex5=<mt p="BeaconLocator" g="Far Cry 2" h="140">The sound emitted by concealed briefcases containing diamonds is useful to spot them. The sound is only perceptible if the PC is close to the briefcase, and such items are also possible to find by checking a non-acoustic proximity sensor of the handheld GPS (not practical to keep equiped but with a wider range). In this game, [[Audio Logs]] can also be found this way.</mt> |
| ex6=<mt p="BeaconLocator" g="Papa Sangre" h="140"></mt> | | ex6=<mt p="BeaconLocator" g="Papa Sangre" h="140"></mt> | ||
}} | }} |
Revision as of 16:12, 21 August 2011
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The card's front face | The card's back face |
Synopsis
Items that emit sound to ease their location. |
Relationships
Contexts:
Awareness , Identification
.
Less frequent contexts:
Audio Logs File:M385px-AudioLogs-front-v20.png.
Often uses:
Sound Effects .
Description
Frequently, some game entities are supplemented with a soundprint that emphasizes their presence. The role of such soundprint varies, but they all aim some form of Awareness. The fact that Beacon Locators provide information regarding aspects that may be out of sight, and that such acoustic queues are often distinctive, is instrumental for Identification of the source.
The most evident use is in supporting the spotting of collectible items.
Examples where the remote detection of out of sight is solely acoustic can be found in Oblivion, regarding the nirnroot plants, and Assassin's Creed 2, regarding treasure chests. In three examples, the soundprint of the sound emitters is not achieved through their own Foley but through some Sound Effect. Sometimes the items themselves are Audio Logs as in the case of Infamous.
One other category of examples of Beacon Locator is to provide Awareness for the existence of enemies in the vicinity, sometimes with the advantage of also enabling to identify their direction, through spatiality. In such cases it is common that the detection is provided by aspects of the NPC's Character Soundprint, although it may consist of other sound manifestations of NPC interaction such as Chitchat, etc.
Examples
![]() ![]() Bioshock: NPC's acoustic expression, in the case Chitchat (serving also as UnawareNPC), let the player know, at a great distance, of of their presence.
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![]() ![]() Far Cry 2: The sound emitted by concealed briefcases containing diamonds is useful to spot them. The sound is only perceptible if the PC is close to the briefcase, and such items are also possible to find by checking a non-acoustic proximity sensor of the handheld GPS (not practical to keep equiped but with a wider range). In this game, Audio Logs can also be found this way.
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Additional Comments
About the concept
External Resources