Difference between revisions of "Sound Decoys"
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| ex2=<mt p="SoundDecoys" g="Chaos Theory" i=4 h="200">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | | ex2=<mt p="SoundDecoys" g="Chaos Theory" i=4 h="200">Apart from being able to make noises by throwing objects that he can grab, Fisher can whistle to make an enemy go check the sound.</mt> | ||
| ex3=<mt p="SoundDecoys" g="Spore Origins" h="140">One of the parts, in which the player can invest when upgrading the creature, allows to emit a sound that attracts easy prey. This feature needs to be timely managed because it takes some time to 'recharge' (notice the indicator in the bottom-left corner)</mt> | | ex3=<mt p="SoundDecoys" g="Spore Origins" h="140">One of the parts, in which the player can invest when upgrading the creature, allows to emit a sound that attracts easy prey. This feature needs to be timely managed because it takes some time to 'recharge' (notice the indicator in the bottom-left corner)</mt> | ||
− | + | | ex4=<mt p="SoundDecoys" g="Papa Sangre" i="2" h="140">In this particular level, noisy chicken may be released to divert the opponents from the PC's position and Footstep sounds. In other levels the PC's own Footsteps can be used to lure an opponent away from a position that needs to be visited (as the Helper Voice suggests).</mt> | |
| external= | | external= | ||
First presentation of pattern [[Sound Decoys]] in (Alves & Roque, 2010) | First presentation of pattern [[Sound Decoys]] in (Alves & Roque, 2010) | ||
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Revision as of 10:11, 12 September 2011
The card's front face | The card's back face |
Synopsis
Using sound to fool the NPC. |
Relationships
Context:
Stealth , Consequent Sound , Make Sound not War , Emotional Script .
Relates to:
Unaware NPC , Seeking for PC , Sonic Weapon .
Often uses:
Foley , Sound Effects .
Description
A customary component of the gameplay is to deal with enemies along the game space. In some situations it is convenient to divert enemies’ attention and possibly to influence them to change their positions, either to be able to deal with one at time or to avoid confrontation at all.
Diverse forms of Sound Decoys can be included in the Gameplay. Sound is particularly suitable for integrating meaningful decoy actions since it allows launching the decoy whilst avoiding visual contact. Spaces with reduced visibility also bring advantages both for the plausibility and of the usefulness of the decoy.
Examples
External Resources
First presentation of pattern Sound Decoys in (Alves & Roque, 2010)