No Can Do
The card's front face | The card's back face |
Contents
Synopsis
Signalling something impossible. |
Relationships
Context:
Awareness .
Close to:
Failure .
Makes use of:
Sound Effects , Foley , Dialogue .
Description
The interaction between the PC/player and the game world implies experimentation, at least until the rules of the game world are well understood. To signal impossible actions, designers frequently resort to sound.
Some solutions resort to a Sound Effect. If we think of a continuum between the a sound of Achievement and a sound of Failure, sounds of No Can Do 'feel' somewhere between the neutral and tend towards Failure although they don't get close enough to the latter to the point of being similar. A No Can Do sound is mostly informative; it does not reflect an evaluation of the action of the player -- although the informs about something that can not be done and, as such, there is no point in repeating.
whose 'emotional' message
Examples