flower
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Nächste Überarbeitung | Vorhergehende Überarbeitung | ||
flower [2014/05/08 22:39] – angelegt jsilvasi | flower [2014/05/09 14:21] (aktuell) – hgallike | ||
---|---|---|---|
Zeile 1: | Zeile 1: | ||
- | {{:proteuslogo.png? | + | {{:flower-game-logo.jpg? |
- | ===== Proteus | + | ===== Flower |
- | * Genre: | + | * Genre: |
- | * Published: | + | * Published: |
- | * Publisher: | + | * Publisher: |
- | * Developer: | + | * Developer: |
| | ||
- | * Sound: | + | * Sound: |
---- | ---- | ||
+ | //This analysis will focus on the importance of sound in the game and its impact on the player' | ||
+ | |||
+ | ---- | ||
Zeile 21: | Zeile 24: | ||
=== Game Description === | === Game Description === | ||
- | Flower is a game developped | + | Flower is a game developed |
- | ==Development== | + | ==Gameplay example:== |
- | + | {{https:// | |
- | Proteus is an open-world game developped by Ed Key and David Kanaga for Microsoft Windows, Mac OS and Linux as well as PlayStation 3 and PlayStation Via. The game was released in 2013. In Proteus, you explore a procedurally generated 3d pixel art island in first person point-of-view and wander through meadows, hills and forests, also meeting animals along the way. The game has no goal. The only thing you can do is walk and sit down. The core of this game lies in music and sounds. Every object of the world has a distinct musical signature and will react to your position and movements on the island. This way, the player has an impact on the musical elements of the game. The timeline of Proteus is defined by day/night cycles and four seasons. The world and music also change depending on the season and the hour of the day. | + | |
- | + | ||
- | {{https:// | + | |
---- | ---- | ||
Zeile 41: | Zeile 41: | ||
Flower' | Flower' | ||
- | ==Relationship between actions and sound== | + | ===Relationship between actions and sound=== |
- | ** | + | ==Background Sound== |
- | Background Sound** | + | |
Flower has a background sound which changes with the player‘s progress and navigation. It alters with each level as well as within the level itself, when the player reaches certain checkpoints. It also adapts to the player‘s speed and therefore makes navigation more exciting, giving it a feel of lightness and dynamic. | Flower has a background sound which changes with the player‘s progress and navigation. It alters with each level as well as within the level itself, when the player reaches certain checkpoints. It also adapts to the player‘s speed and therefore makes navigation more exciting, giving it a feel of lightness and dynamic. | ||
- | **Objects and Checkpoints | + | ==The music changes with the player' |
- | ** | + | {{https:// |
+ | |||
+ | |||
+ | ==Objects and Checkpoints== | ||
Objects like flowers or windmills trigger sound that fits harmoniously into the background music. Additionally there‘s the sound of grass which occurs as the player is moving low through the grassland. | Objects like flowers or windmills trigger sound that fits harmoniously into the background music. Additionally there‘s the sound of grass which occurs as the player is moving low through the grassland. | ||
- | **Movement** | + | ==Interacting with flowers: |
+ | {{https:// | ||
+ | |||
+ | ==Movement== | ||
In Flower, the player' | In Flower, the player' | ||
- | **Conclusion** | ||
- | Objects and movement allow the player to interfere and interact with the music and atmosphere given. It motivates the player to keep exploring the environment in search for new sounds and sound combinations. It brings about a continuous variation. | ||
- | ==Communication== | + | ---- |
+ | ===Narration & Dramaturgy=== | ||
- | ==Narration & Dramaturgy== | + | ==Narrative Metatopics== |
+ | In the beginning of each level, the background music will be calm, if sad and melancholic at a times, but will pick-up speed as the player begins to gain momentum. | ||
- | **Narrative Metatopics** | + | ==Dramatising== |
- | In the beginning of each level, the background music will be calm, if sad and melancholical, | + | When a player finishes certain levels, he may hear birds, insects |
- | ** | + | ==Time perception== |
- | Dramatising** | + | Flower most effectively suggests change in time by the visually varying |
- | When a player finishes a level, he may hear birds, insects and further | + | |
- | **Time perception** | + | ==Character and Personality== |
- | Flower most effectively suggests change in time by the varying level design. In the beginning, the player flies through | + | As according to the nature of the player' |
- | **Character and Personality** | + | ==Suggestion, |
- | As according to the nature of the player's character, the only audible sounds are that of the wind progressing through grass and objects. Further | + | The recurrent theme in Flower is rebirth. Not only must the player |
- | **Suggestion, | + | ---- |
- | The recurrent theme in Flower is rebirth. Not only must the player reintroduce vibrant colours to a desolate world, he must also destroy industrial trash and reintroduce nature to a grey world left behind. Wind carries flower' | + | |
+ | ===Room=== | ||
- | ==Room== | + | ==Navigation, Orientation== |
+ | The lower the player flies, the more he may hear the sound of grass. This helps determine his character' | ||
+ | ==Crash of winds aid in understanding the importance of the player' | ||
+ | {{https:// | ||
- | Room: | + | ==Setting, Scenography== |
+ | Flower' | ||
- | **Navigation, | + | ---- |
- | The deeper the player is into the level, more instruments are introduced, evocating progress. Basic progress through the game is audible through a female choir that sings for a half a second when the player reaches a checkpoint. When making a sudden and significant impact in the environment, | + | |
- | **Setting, Scenography** | + | ===Composition / Mix / Aesthetic=== |
- | Flower' | + | |
+ | The background music is played by different classical instruments (piano, string and wind instruments, | ||
- | ==Composition / Mix / Aesthetic== | + | The music in Flower is systematic and complex but the sounds still sound fairly aerial and light. They create an overall feeling of relaxation and quietness |
- | The background music is played by different classical instruments (piano, string and wind instruments, | + | The melody changes depending on the progression |
---- | ---- | ||
Zeile 99: | Zeile 106: | ||
+ | [[proteus|Link to Proteus Analysis Page]] | ||
- | {{:flower-game-logo.jpg? | + | ==Purpose of sounds== |
+ | As flower | ||
- | {{https:// | + | ==Objects== |
+ | Object sounds are less prominent than in Proteus and rather subtle in comparison to Flower. | ||
+ | ==Movement== | ||
+ | The player in Proteus is less prominent than in Flower, as he is neither visually nor audibly present. | ||
+ | |||
+ | ==Composition / Mix / Aesthetic== | ||
+ | The music in Flower doesn' | ||
+ | ==Comparison Conclusion== | ||
+ | Although the sound in Flower depends a lot on the player' | ||
Zeile 110: | Zeile 127: | ||
---- | ---- | ||
- | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi 2013// | + | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi, 2014// |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/flower.1399581571.txt.gz · Zuletzt geändert: von jsilvasi