Identification

From SoundInGames.com - Sound Design in Games
Revision as of 02:02, 18 August 2011 by ValterAlves (Talk | contribs)

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

Synopsis

Promoting the recognition of entities through their distinctive soundprints.

Relationships

Context:
Awareness .
May call for:
Signature , Character Soundprint , Beacon Locator , Requisite Variety File:M385px-RequisiteVariety-front-v20.png, Acoustic Ecology .
Should not compromise:
Requisite Variety File:M385px-RequisiteVariety-front-v20.png.

Description

Identification refers to the ability to associate soundprints with their source entities – be they NPC, resources, or other objects in the world.
In the case of characters, Identification consists in the perception of their Character Soundprint.
Identification potentiates accurate behaviour, reduces ambiguities and sets the context that in turn allows to complete their representation.

In terms of Gameplay, the kind of Awareness provided by Identification is especially relevant when in absence of visual contact with the emitting source.
Beacon Locators constitute one further exploration that exaggerates the acoustic presence of an entity to make it more noticed and localizable.
In games that support Stealth behaviour or that are open-world enough to provide alternative roaming, Identification of NPC is instrumental.

In all cases, the adoption of Signature soundprints, by definition, contributes to Identification and allows refined reaction. For instance, if different types of opponents have distinctive Chitchat or Foley, the player can readily draw up the appropriate weapons, before eye contact.

The issue of Requisite Variety, which concerns the perception of repetition, becomes more complex when different entities are not all treated alike, as it is the case implied by Identification. In this case Requisite Variety applies not only among the all set of entities but also for each particular kind of entity.

The design of the sounds that will eventually turn a identity identifiable calls for the appreciation of the Acoustic Ecology of the game, of which such new sounds will eventually become part of.

Examples

Silent Hill: The radio that Harry carries with him emits a static interference that allows to identify nearby creatures
Oblivion: Foes are usually clearly audible which is relevant in terms of exploration of the spaces
Crysis: In this circumstance the soldiers' talk avoids that the PC unwillingly exposes himself and runs in a direct confrontation. Also, the talk tells beforehand that there is more than one soldier
[show less examples...]
Ocarina of Time: These bats make a sound that allows to acknowledge that they are close by.
inFAMOUS: This kind of NPC is extremely dangerous because it throws itself against Cole, full explosives. Still it has a particular Signature that allows its Identification and prompt reaction.



Identification-front-v10.pngIdentification-back-v10.png