Narrative

From SoundInGames.com - Sound Design in Games
Revision as of 17:31, 21 December 2011 by ValterAlves (Talk | contribs)

Jump to: navigation, search
Front face Back face
The card's front face The card's back face

Synopsis

The contributions of sound to unfold the game's story.

Relationships

Relates to:
Emotional Script .
May use many, including:
Dialogue , Cutscenes , Narrator , Thoughts , Recordings , Radio , Eavesdropping , Contextual Music , Levelled Performance .

Description

Narrative is mostly conveyed through Dialogue. Yet it may reach the player/PC through a combination of different explorations which include a Narrator, Cutscenes, scattered and collectible Recordings, Radios, conversations with NPC during gameplay (Dialogue), or even by Eavesdropping NPC.

Examples

Flower:
Silent Hill:
Bioshock:
[show less examples...]
Aquaria:
Demon's Souls:
Tom Clancy's Splinter Cell: Chaos Theory:
Papa Sangre:
Ecco the Dolphin: The PC addresses the NPC (Address Others) so that they tell pieces of the story (and other information).



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