flower
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
flower [2014/05/09 00:43] – jsilvasi | flower [2014/05/09 14:21] (aktuell) – hgallike | ||
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+ | //This analysis will focus on the importance of sound in the game and its impact on the player' | ||
+ | ---- | ||
- | === Game Description === | ||
- | Flower is a game developped by Thatgamecompany (designed by Jenova Chen and Nicholas Clark) and released in February 2009 for PlayStation 3. The role of the player consists in controlling the wind in the third person point-of-view and move flower petals through meadows, hills and human constructions. By getting close to flowers you will gather more petals and have an impact on the environment, | + | === Game Description === |
+ | Flower is a game developed by Thatgamecompany (designed by Jenova Chen and Nicholas Clark) and released in February 2009 for PlayStation 3. The role of the player consists in controlling the wind in the third person point-of-view and move flower petals through meadows, hills and human constructions. By getting close to flowers, the player will gather more petals and have an impact on the environment, | ||
- | ==Development== | ||
+ | ==Gameplay example:== | ||
+ | {{https:// | ||
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==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. | ||
+ | |||
+ | ==The music changes with the player' | ||
+ | {{https:// | ||
+ | |||
==Objects and Checkpoints== | ==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. | ||
+ | |||
+ | ==Interacting with flowers:== | ||
+ | {{https:// | ||
==Movement== | ==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. | ||
+ | ---- | ||
===Narration & Dramaturgy=== | ===Narration & Dramaturgy=== | ||
==Narrative Metatopics== | ==Narrative Metatopics== | ||
- | In the beginning of each level, the background music will be calm, if sad and melancholical, | + | In the beginning of each level, the background music will be calm, if sad and melancholic |
==Dramatising== | ==Dramatising== | ||
- | When a player finishes | + | When a player finishes |
==Time perception== | ==Time perception== | ||
- | Flower most effectively suggests change in time by the varying level design. In the beginning, the player flies through wild landscapes whereas in the later levels he must reintroduce nature to grey cities and industrial areas. | + | Flower most effectively suggests change in time by the visually |
==Character and Personality== | ==Character and Personality== | ||
- | As according to the nature of the player' | + | As according to the nature of the player' |
==Suggestion, | ==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 | + | 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 |
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- | ==Room== | + | ===Room=== |
==Navigation, | ==Navigation, | ||
- | The deeper the player is into the level, more instruments are introduced, evocating | + | 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:// | ||
==Setting, Scenography== | ==Setting, Scenography== | ||
- | Flower' | + | Flower' |
+ | ---- | ||
===Composition / Mix / Aesthetic=== | ===Composition / Mix / Aesthetic=== | ||
The background music is played by different classical instruments (piano, string and wind instruments, | The background music is played by different classical instruments (piano, string and wind instruments, | ||
+ | |||
+ | 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 melody changes depending on the progression of the player through the different levels or in a level itself and the interaction between the player and the objects of the world also produce sounds. They are used in order to strengthen the immersion of the player in the game. | ||
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The player in Proteus is less prominent than in Flower, as he is neither visually nor audibly present. | The player in Proteus is less prominent than in Flower, as he is neither visually nor audibly present. | ||
- | ==Conclusion== | + | ==Composition / Mix / Aesthetic== |
- | Although the sound in Flower depends a lot on the player' | + | The music in Flower doesn' |
+ | |||
+ | ==Comparison | ||
+ | Although the sound in Flower depends a lot on the player' | ||
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- | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi 2013// | + | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi, 2014// |
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