Difference between revisions of "Narrative"
From SoundInGames.com - Sound Design in Games
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| ex2=<mt p="Narrative" g="Bioshock" h="140"></mt> | | ex2=<mt p="Narrative" g="Bioshock" h="140"></mt> | ||
| ex3=<mt p="Narrative" g="Flower" h="140"></mt> | | ex3=<mt p="Narrative" g="Flower" h="140"></mt> | ||
| − | | ex4=<mt p="Narrative" g="Chaos Theory" h="200"></mt> | + | | ex4=<mt p="Narrative" g="Chaos Theory" altg="Tom Clancy's Splinter Cell: Chaos Theory" h="200"></mt> |
| ex5=<mt p="Narrative" g="Papa Sangre" h="140"></mt> | | ex5=<mt p="Narrative" g="Papa Sangre" h="140"></mt> | ||
| − | | ex6=<mt p="Narrative" g="Silent Hill" h=" | + | | ex6=<mt p="Narrative" g="Silent Hill" h="140"></mt> |
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Revision as of 17:21, 12 September 2011
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| The card's front face | The card's back face |
Contents
Synopsis
| The contributions of sound to the narrative. |
Relationships
Context:
Sound Design in Games
.
Relates to:
Genre File:M385px-Genre-front-v20.png, Emotional Script
.
May use many, including:
Dialogue
, Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Gameplay File:M385px-Gameplay-front-v20.png, Acoustic Ecology
, Contextual Music
, Levelled Performance
, Eavesdropping
, Audio Logs File:M385px-AudioLogs-front-v20.png, Chitchat
, Grunts
, Footsteps
, ....
Description
Narrative is mostly conveyed through Dialogue. Yet it may reach the player/PC through a combination of different explorations which include a Narrator, Cut-Scenes, a Helper Voice, scattered and collectible Audio Logs, Radios, conversations with NPC during (Dialogue), or even by Eavesdropping NPC.
Examples






