Difference between revisions of "Noise"
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| ex2=<mt p="Noise" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | | ex2=<mt p="Noise" g="Limbo" w="{{R16by9W}}" h="{{R16by9H}}"></mt> | ||
| ex3=<mt p="Noise" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt> | | ex3=<mt p="Noise" g="Silent Hill" w="{{R16by9W}}" h="{{RSHH}}"></mt> | ||
+ | | ex4=<mt p="Noise" g="Flower" w="{{R16by9W}}" h="{{R16by9H}}">[[Noise]] as starting point for the unfolding of the [[Emotional Script]] along the experience, explored in the game's [[Menus]]. In the beginning of the game the [[Menus|Menu]] presents an [[Acoustic Ecology]] (predominantly [[Ambiance]]) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding, which also supports very effectively the inherent [[Narrative]].</mt> | ||
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Revision as of 19:59, 13 October 2011
The card's front face | The card's back face |
Candidate Card
Contents
Synopsis
The use noise as part of the Acoustic Ecology. |
Relationships
Makes use of:
Foley .
Description
Noise may be used in disparate circumstances, ranging from Ambiance to part of the Gameplay. "Noise" does not have to be actual noise. It may consist of a sound that due to its intensity is perceived as such.
Limbo present us an example of the use Noise as part of the Ambiance. In this case, noise is constant and soft.
In the Silent Hill series, the PC carries a Radio which emits a static noise when there are enemies in the surroundings, contributing to Awareness, which is a relevant element of Gameplay.
In [pending] the PC takes advantage of the noisy environments to carry out some Stealth operations.
Examples
[Note: considering that this is still a candidate pattern, more examples then usually are presented, in order to provide a better support for the discussion.]