Address Others
From SoundInGames.com - Sound Design in Games
Revision as of 21:14, 19 August 2011 by ValterAlves (Talk | contribs)
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Contents
Synopsis
Enabling the PC to use sound to address NPCs. |
Relationships
Context:
Consequent Sound , Make Sound not War
.
May imply:
Sound Input .
Often uses:
Dialogue , Foley
.
Description
Some games preview the possibility of the PC being able to address the NPC (diegetically) through a sound stimulus. Solutions include short Dialogue, whistling, and car honking.
Examples
![]() ![]() Assassin's Creed 2: Addressing hired people either using Dialogue or whistling, with semantics equivalent to 'stay' and 'come'.
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