Difference between revisions of "Papa Sangre"
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| ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex24=<mt prompt="[[Unaware NPC]]" p="UnawareNPC" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
| ex25=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | | ex25=<mt prompt="[[Requisite Variety]]" p="RequisiteVariety" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | ||
− | | ex26=<mt prompt="[[R-A-E-D Iterations]]" p="RAEDIterations" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}"></mt> | + | | ex26=<mt prompt="[[R-A-E-D Iterations]]" p="RAEDIterations" g="Papa Sangre" w="{{ViPhoneH}}" h="{{ViPhoneW}}">A three phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an [[Engagement]] -- in this game the actual [[Engagement]] is equal to [[Death]] -- but instead a possible second degree of [[Anticipation]] (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: '... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...'</mt> |
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Revision as of 22:02, 21 September 2011
Synopsis
List of identified patterns
Achievement , Ambiance
, Anticipation
, Awareness
, Beacon Locator
, Breath
, Character Soundprint
, Cut-Scenes File:M385px-Cut-Scenes-front-v20.png, Death
, Dialogue
, Emotional Script
, Foley
, Footsteps
, Grunts
, Helper Voice
, Menus
, Music
, Narrative
, No Can Do
, Seeking for PC
, Sound Decoys
, Sound Effects
, Stealth
, Unaware NPC
, Requisite Variety File:M385px-RequisiteVariety-front-v20.png.
Examples
![]() ![]() Anticipation: Papa Sangre takes profit of the fact that players are not in full control of their abilities to force risk behavior and to deal with the uncertainty of the respective consequence.
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![]() ![]() Footsteps: The sound of the Footsteps are in the core of the Gameplay in Papa Sangre. The player needs to avoid that the opponents detect the PC's Footsteps. The sound of the Footsteps put yet another challenge to the player: hearing the environment while walking/running (specially when stopping is not an option).
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![]() ![]() R-A-E-D Iterations: A three phase sequence is perceptible. What is more, if we opt to interpret that there is never exactly an Engagement -- in this game the actual Engagement is equal to Death -- but instead a possible second degree of Anticipation (of getting caught, once spotted and if not able to outrun the pursuer), then the sequence is more like: '... → Relaxation → Anticipation → Decay → Relaxation → Anticipation → Decay → Relaxation → ...'
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