Address Others

From SoundInGames.com - Sound Design in Games
Revision as of 21:49, 19 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

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. Motivations may relate to the Gameplay, or simply be part of the exploratory dimension of the experience.

Examples

Assassin's Creed 2: Ezio addressing hired people either using Dialogue or by whistling, with semantics equivalent to 'stay' and 'come'.
Uncharted 2: Nathan can exchange compliments with the villagers or even pet a yak, using Dialogue
Ico: Ico calling Yorda is a Signature of this game and has high impact in the Emotional Script
[show less examples...]
Heavy Rain: Ethan calling his son while seeking for him in the middle of the crowd in a shopping center.
Red Dead Redemption: John calling for a horse. He can also address people, in which case they exchange some compliment.
Spore: Performing the mating call
Dead to Rights: Jack asking his sidekick dog, Shadow, to perform certain tasks: attacking an enemy, fetching guns, taking cover. In many scenes this contributions are instrumental to success.
Shadow of the Colossus: Wander is able to call is horse Agro. The call is adapted to the distance between them.
Ocarina of Time: playing 'Saria's song' in the ocarina allows to contact Saria.



AddressOthers-front-v10.pngAddressOthers-back-v10.png