Difference between revisions of "Noise"
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| name =Noise | | name =Noise | ||
| deckversion = | | deckversion = | ||
− | | synopsis =The use | + | | synopsis =The purposeful use of noise |
| patternpresentation = This is a candidate pattern/card for version 2.0 | | patternpresentation = This is a candidate pattern/card for version 2.0 | ||
| cardpresentation= | | cardpresentation= |
Revision as of 20:15, 13 October 2011
The card's front face | The card's back face |
Candidate Card
Contents
Synopsis
The purposeful use of noise. |
Relationships
Contexts:
Ambiance , Emotional Script , Gameplay File:M385px-Gameplay-front-v20.png.
May use:
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.]