In-game Feedback
| |
| |
| The card's front face | The card's back face |
Contents
Synopsis
| Providing indicators on the player's acoustic performance. |
Relationships
Contexts:
Sound Input
, Rhythm Gameplay
, Pitch Gameplay
, Awareness
, Emotional Script
.
Relates to:
Levelled Performance
.
Description
Gameplay based on Sound Input or on any other form of auditory performance may introduce unfamiliar challenges to players. One interesting approach to deal with them is to provide in-game (diegetic) feedback and assistance.
In some examples this feedback promotes positive emotions, which: a) contributes to balance the distress of unachievement, b) favors cognition by maintaining the player in a positive mood, and c) provides an additional source of entertainment.
A complementary way to tackle complexity is to require Levelled Performance regarding sound performance, in the same manner as it is done with other gameplay aspects.
Examples
![]() ![]() Tom Clancy's EndWar: In-game reactions to voice commands (Sound Input), including the inability to understand or execute an order.
|







