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The card's front face The card's back face

This design pattern has been classified as
an Aggregator Pattern after version 1.0
Consequently, it is no longer represented as a card
(i.e. ceased being part of the deck) since version 2.0


Characteristics of gameplay.


Sound Design in Games .
Relates to:
Sound Input , Gameplay , Musical Outcome , Narrative .
May relate to:
Rhythm Gameplay , Sing to Act , Stealth .


Game Genre influences the kind of explorations in sound design, particularly regarding Gameplay.

Some of the explorations we identified are more prone to be found in particular genres than others. For instance, Rhythm Gameplay and Pitch Gameplay are characteristic of rhythm and pitch games where, in turn, it would not be expected to find explorations of Eavesdropping or Sound Decoys. Yet, since there may be no reason for a designer to strictly adhere to a particular genre, defying these boundaries can be a nice creativity principle.

Some other explorations, on the contrary, prove to be very cross-genre. Examples include Music, Achievement, Failure, Sound Effects, etc.


Patapon: Patapon is an extraordinary example of a game that crosses genres, and combines explorations which are traditionally apart.
Metal Gear Solid 4: Guns of the Patriots: A third-person shooter that includes diverse Stealth explorations.
Papa Sangre: An audio game with many distinct explorations of sound.
[show less examples...]
Tap Tap Revenge 3: One example of Rhythm Gameplay.
SingStar Vol.3: An emblematic example of Pitch Gameplay.


Classified as aggregator since version 2.0 and, as such, no longer represented as a card (i.e., no longer part of the deck).