Thoughts

From SoundInGames.com - Sound Design in Games
Revision as of 14:03, 6 October 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
Deck←
This is a candidate pattern, which may enter version 2.0 of the Deck.
Front face Back face
The card's front face The card's back face

Candidate Card

Synopsis

.

Relationships

Description

Thoughts allow expressing messages in a diegetic way. The associated introspection also contributes to inspire and maintain a sense of immersion in the experience. Additionaly, from an emotional standpoint, providing access to the PC's Thoughts has the potential to enhancing the empathy between the player and the PC.

Thoughts often consist of Dialogue that contributes to the Narrative, though other solutions have been explored. When Dialogue is used, it can actually be spoken (though usually in a quiter tone, being directed to the self), or it can be represented as a verbalization "inside the head" of the character. Usually, the latter case uses some acoustic effect, specially when the distinction is relevant (for instance when other characters are present).

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.]

Heavy Rain: Thoughts – and the chance to choose between them – as part of the Gameplay.
Silent Hill Homecoming: The question augments the focus and suggests that there is something special about this particular scene.
Metal Gear Solid 4: An flashback (audio only). In this one, Snake recalls a scene from the former Metal Gear Solid 2.
[show less examples...]
Tomb Raider Underworld: Lara's comment (to herself) helps interpreting and focusing on a relevant piece of the puzzle.
Silent Hill: The question allows the player to perceive the PC's interest and own difficulty in understanding the sight.



FakeX-front-v10.pngFakeX-back-v10.png