<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>The CoW: Half a Dozen Years &#187; ambience</title>
	<atom:link href="http://www.the-cow.net/tag/ambience/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.the-cow.net</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Tue, 24 Aug 2010 19:55:09 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
		<item>
		<title>I keep hearing things</title>
		<link>http://www.the-cow.net/2009/03/i-keep-hearing-things/</link>
		<comments>http://www.the-cow.net/2009/03/i-keep-hearing-things/#comments</comments>
		<pubDate>Sat, 28 Feb 2009 22:47:47 +0000</pubDate>
		<dc:creator>Spikey</dc:creator>
				<category><![CDATA[roleplaying games]]></category>
		<category><![CDATA[ambience]]></category>
		<category><![CDATA[immersion]]></category>
		<category><![CDATA[soundscape]]></category>

		<guid isPermaLink="false">http://www.the-cow.net/?p=301</guid>
		<description><![CDATA[As Alvan just seemed to dive off the deep end with his post on audio in games, I should include a few words before the next barrage is launched. The ambient soundscape I thought about when including tabletop playing in the mix, wasn&#8217;t about communicating individual situations and character moments &#8211; it&#8217;s way too hard [...]]]></description>
			<content:encoded><![CDATA[<p>As Alvan just seemed to dive off the deep end with his post on <a href="http://www.the-cow.net/2009/02/soundscaping/">audio in games</a>, I should include a few words before the next barrage is launched. The ambient soundscape I thought about when including tabletop playing in the mix, wasn&#8217;t about communicating individual situations and character moments &#8211; it&#8217;s way too hard to fashion such mechanics and control them sufficiently. More in the lines of &#8220;what sounds tell your mind you&#8217;re in a very old forest, even if you don&#8217;t pay attention to them?&#8221;. Setting the baseline mood. No sounds shoveled in your face, just a carpet of aural information quietly humming to you what&#8217;s between you and the horizon. What one does on top of that, is different matter and could either add depth or break things.</p>
<p>Once the players &#8211; as characters or audience, whichever works here &#8211; are used to the soundscape in the background (read: doesn&#8217;t pay active attention to it anymore), a sudden GM-introduced threatening in-game plot moment <em>with sounds suddenly off</em> could be a big impact on how the moment is driven into the lizard parts of players brain. Internally, when we get threatened or get thrown off the normality due to a sudden, completely unexpected event in real situation, we stop paying attention to normal things. Survival mode, attention focus and all that. When the same thing is played on us<em> externally</em> in a situation that&#8217;s inherently not real, it&#8217;s a good curveball that tips things out of balance. And of course, it&#8217;s used in just about any production that&#8217;s narrative and has audio in it. And of course, it&#8217;s so simple there has to be people using it already in RPG&#8217;s, too.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.the-cow.net/2009/03/i-keep-hearing-things/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
