{"title":"Designing Interaction between the Player and the Music","authors":"Noah Kellman","doi":"10.1093/oso/9780190938680.003.0008","DOIUrl":null,"url":null,"abstract":"There are many different ways in which a player might interact with your music: the player may have either an indirect relationship with the music (that is, the player’s actions do not directly lead to distinct musical consequences) or a direct relationship with the music (that is, the player’s actions and decisions do result in distinct musical consequences). These interactions might also happen diegetically or nondiegetically. It is important to determine early in the audio-planning process whether or not the player will share a direct relationship with the music. Different types of games require different types of interaction for the best gaming experience, and this chapter will cover various interaction types and how they can be applied.","PeriodicalId":325867,"journal":{"name":"The Game Music Handbook","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The Game Music Handbook","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1093/oso/9780190938680.003.0008","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
There are many different ways in which a player might interact with your music: the player may have either an indirect relationship with the music (that is, the player’s actions do not directly lead to distinct musical consequences) or a direct relationship with the music (that is, the player’s actions and decisions do result in distinct musical consequences). These interactions might also happen diegetically or nondiegetically. It is important to determine early in the audio-planning process whether or not the player will share a direct relationship with the music. Different types of games require different types of interaction for the best gaming experience, and this chapter will cover various interaction types and how they can be applied.