Difference between revisions of "Random Card"
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=Random Card= | =Random Card= | ||
Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | Refresh this page or choose '[[Refresh Random Card |Random Card]]' ([[Refresh Random Card |here]] or in the left sidebar) for another random card. | ||
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<RandomArea count=1 nsprefix="" include=""> | <RandomArea count=1 nsprefix="" include=""> | ||
{{TitleAndCard | Achievement}} | {{TitleAndCard | Achievement}} | ||
Revision as of 15:13, 6 October 2011
Random Card
Refresh this page or choose 'Random Card' (here or in the left sidebar) for another random card.
Contents
Address Others
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| The card's front face | The card's back face |
Synopsis
| Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound
.
May imply:
Sound Input
.
Often uses:
Dialogue
, Foley
.
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, singing and playing (e.g., Sing to Act), whistling, and car honking. Motivations may relate to the gameplay, or simply be part of the exploratory dimension of the experience.
Examples
![]() ![]() Assassin's Creed 2: Ezio addressing hired people either using Dialogue or by whistling, with semantics equivalent to "stay" and "come".
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![]() ![]() Uncharted 2: Among Thieves: Nathan can exchange compliments with the villagers or even pet a yak, using Dialogue.
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