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Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games
Game Title Dragon’s Dogma
Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have
been used to create specific soundtrack elements
Setting The cutscene takes place in two areas of the same location, a small fishing village on
a coastline. The first area is a beach situated within the town in the mid-late
afternoon, and then the cutscene transitions to a second area,within one of the
houses in the village during an early morning.
While on the beach, the sand and water make clear
sound in response to the movement of characters
involved, with different sounds based on the weight,
size and force of the movements. In the house it is
much quieter, and the sounds of the character’s feet
touching the ground is less pronounced.
Mood The first part of this cutscene has a sense of urgency, while the player character
gives of a sense of helplessness and defeat while facing a large and intimidating
enemy. The second part of the cutscene sets a calmer mood in that it takes place in
a room with no danger, but then the mood becomes uneasy with a sense of
trepidation as the narrative focuses around a story element that is more fantastical
and mystical than the other aspects of the events in the cutscene.
The sounds caused by the dragon are very pronounced,
being purposely chosen to give the dragon a sense of
size and weight in comparison to the player character.
Sounds within the cutscene are portrayed as relative to
the camera, such as the sound of the sword falling
towards the camera in one perspective. During all parts
of the cutscene there is music that helps to set the
mood of the events occurring.
Game genre Dragon’s Dogma is an action oriented RPG in third person. There is an immediate amount of violence in the
cutscene as the player character is struck by the
dragon and the more ‘battle like music fades into
a softer melody. In all situations the music is
stylised in a fashion that is often considered to be
associated with fantasy fiction, as it is an RPG.
Narrative This cutscene follows two major events, both of which revolve around the
customisable player character. In the first section of the cutscene, the character
fights and is defeated by a large dragon, which then proceeds to cut out and eat the
character’s heart, leaving them unconscious. The second part features the character
waking up in a room with other, unconscious, people with a notable scar on their
chest, which then glows and projects the voice of the dragon to the character. It is
notable that the player character has no dialogue in the cutscene, with emotions
portrayed through physical motions and facial expression.
Within the cutscene there are no sounds that do
not occur relative to the events of the characters.
For example, while there are the sounds of the
player character making contact with the water,
you do not hear the sound of the water moving in
and out with the tide.
Salford City College
Eccles Sixth Form Centre
BTEC Extended Diploma in GAMES DESIGN
Unit 73: Sound For Computer Games

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Ig1 analysis (dragon's dogma)

  • 1. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games Game Title Dragon’s Dogma Provide detailed descriptions from chosen examples that establish… Clearly state what production technique(s) you think have been used to create specific soundtrack elements Setting The cutscene takes place in two areas of the same location, a small fishing village on a coastline. The first area is a beach situated within the town in the mid-late afternoon, and then the cutscene transitions to a second area,within one of the houses in the village during an early morning. While on the beach, the sand and water make clear sound in response to the movement of characters involved, with different sounds based on the weight, size and force of the movements. In the house it is much quieter, and the sounds of the character’s feet touching the ground is less pronounced. Mood The first part of this cutscene has a sense of urgency, while the player character gives of a sense of helplessness and defeat while facing a large and intimidating enemy. The second part of the cutscene sets a calmer mood in that it takes place in a room with no danger, but then the mood becomes uneasy with a sense of trepidation as the narrative focuses around a story element that is more fantastical and mystical than the other aspects of the events in the cutscene. The sounds caused by the dragon are very pronounced, being purposely chosen to give the dragon a sense of size and weight in comparison to the player character. Sounds within the cutscene are portrayed as relative to the camera, such as the sound of the sword falling towards the camera in one perspective. During all parts of the cutscene there is music that helps to set the mood of the events occurring. Game genre Dragon’s Dogma is an action oriented RPG in third person. There is an immediate amount of violence in the cutscene as the player character is struck by the dragon and the more ‘battle like music fades into a softer melody. In all situations the music is stylised in a fashion that is often considered to be associated with fantasy fiction, as it is an RPG. Narrative This cutscene follows two major events, both of which revolve around the customisable player character. In the first section of the cutscene, the character fights and is defeated by a large dragon, which then proceeds to cut out and eat the character’s heart, leaving them unconscious. The second part features the character waking up in a room with other, unconscious, people with a notable scar on their chest, which then glows and projects the voice of the dragon to the character. It is notable that the player character has no dialogue in the cutscene, with emotions portrayed through physical motions and facial expression. Within the cutscene there are no sounds that do not occur relative to the events of the characters. For example, while there are the sounds of the player character making contact with the water, you do not hear the sound of the water moving in and out with the tide.
  • 2. Salford City College Eccles Sixth Form Centre BTEC Extended Diploma in GAMES DESIGN Unit 73: Sound For Computer Games