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 14:13, 6 October 2011
Random Card
Refresh this page or choose 'Random Card' (here or in the left sidebar) for another random card.
Decay
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| The card's front face | The card's back face |
Synopsis
| A phase of gameplay of reestablishment after an engagement. |
Relationships
Contexts:
Emotional Script
, R-A-E-D Iterations
.
Peers:
Relaxation
, Anticipation
, Engagement
.
May use:
Music
, Dialogue
, Entrainment
.
Description
Decay is a transient phase in the game's Emotional Script. Its opportunity is dictated by the gameplay and it has a short duration. It aims at leading or supporting the player while changing from a state of high arousal (e.g., the end of an Engagement) to a state of low arousal (as Relaxation). Usually these several phases relate in a iterated sequence (R-A-E-D Iterations).
A common approach is to perform a fade out in the ongoing (Engagement) Music. Other approaches in term of Music include presenting a short piece of Music evoking "discharge" or to serve the piece that would be the ending of the ongoing composition. Other approaches using Entrainment, are also interesting. Some designers also opted to explicitly informing the player about the change in arousal states through diegetic Dialogue.
Examples





