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The card's front face |
The card's back face
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Synopsis
Music specific to particular contexts or levels.
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Relationships
Contexts:
Narrative , Emotional Script .
May relate to:
Diegetic Music .
Makes use of:
Music .
Description
Music is frequently used to characterise specific contexts. These contexts may be regions in the scenario, levels, categories of circumstances, etc.
A particular type of contextual variations on Music that we are addressing separately is the change according to the current of involvement in the game's conflict. Those explorations are integrated in the explorations of Relaxation, Anticipation, Engagement and Decay.
Contextual Music may come from the game world itself (Diegetic Music) although that is not the most frequent case.
Examples
Flower: An exploration of Contextual Music in the Menus, to unfold the Emotional Script along the experience. In the beginning of the game the Menu presents an Acoustic Ecology (predominantly Ambiance) allusive to a emotionally negative environment. As the game progresses, it becomes more positive and eventually it becomes highly rewarding, which also supports very effectively the inherent Narrative.
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Loco Roco: The contextuality of Music in this game is impressive. It depends not only on level but also on the selected type of Loco Roco (PC) (there are 6 of them and they can be chosen in any level). Also, Music is adapted to the acoustics of the space (e.g., reverberation inside a ice cave). Even more interestingly, the more Loco Roco the the more singing voices, which impacts considerably in the Emotional Script.
This Variety adds a lot to the ever.
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Oblivion: Music depends on space and highly related to the kind of emotions those spaces have to offer. In this example the change in the Emotional Script is perceptible.
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[show less examples...]Ocarina of Time: Music is dependent on the map region.
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