Address Others
From SoundInGames.com - Sound Design in Games
Revision as of 17:45, 13 October 2011 by ValterAlves (Talk | contribs)
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Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound , Make Sound not War
.
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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