Noise
From SoundInGames.com - Sound Design in Games
Revision as of 20:25, 13 October 2011 by ValterAlves (Talk | contribs)
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The card's front face | The card's back face |
Candidate Card
Contents
Synopsis
The purposeful use of noise. |
Relationships
Contexts:
Ambiance , Emotional Script
, Gameplay File:M385px-Gameplay-front-v20.png.
May use:
Foley .
Description
Noise may be used in disparate circumstances, ranging from Ambiance to part of the Gameplay. Most frequently it is specifically intended to shape the Emotional Script.
"Noise" does not have to be actual noise. It may consist of sound that due to its acoustic properties is perceived as such.
In [pending] the PC takes advantage of the noisy environments to carry out some Stealth operations.
Examples
[Note: considering that this is still a candidate pattern, more examples then usually are presented, in order to provide a better support for the discussion.]
![]() ![]() Limbo: Limbo present us an example of the use Noise as part of the Ambiance [pending:[REF]]. In this case, noise is constant and soft.
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![]() ![]() Flower: Noise as part of the starting point for the unfolding of the Emotional Script along the experience, as explored in the game's Menus. 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.
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