Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung |
flower [2014/05/09 01:00] – 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's experience. It will compare two games and how each rely on sound and what is achieved through it.// |
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=== Game Description === | === Game Description === |
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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, since it enables you to bring back to life certain dead areas of the landscape. Flower is focused on provoking emotions in the player, mainly positive and relaxing, but the game also has darker places and atmospheres. | 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, since it enables him to bring back to life certain dead areas of the landscape. Flower is focused on provoking emotions in the player, mainly positive and relaxing, but the game also has darker places and atmospheres. |
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==Dramatising== | ==Dramatising== |
When a player finishes a level, he may hear birds, insects and further nature sounds that weren't in place before as life is reintroduced to the world. Sudden silence at the end of the level may also be used, which builds up suspense of more things meant to come. | When a player finishes certain levels, he may hear birds, insects and further nature sounds that weren't in place before as life is reintroduced to the world. Sudden silence between levels is sometimes used as well, which builds up suspense of more things meant to come. |
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==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 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. Each level has its own individual background music however. |
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==Character and Personality== | ==Character and Personality== |
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 sounds are introduced when the player has won a speed boost. | As according to the nature of the player's character, the only audible sounds are that of the wind progressing through grass and objects. Player's character's sounds are light and flowing and reflect the flexible navigation in the game. Further sounds are introduced when the player has won a speed boost. |
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==Suggestion, Metaphor, Subtext== | ==Suggestion, Metaphor, Subtext== |
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's seeds and therefore related sounds are predominant in Flower. | 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 flowers' seeds and has been culturally associated with change. Therefore, related wind sounds are appropriately predominant in Flower. |
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==Room== | ===Room=== |
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==Navigation, Orientation== | ==Navigation, Orientation== |
The deeper the player is into the level, more instruments are introduced which are evocative of 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, sounds will reflect such achievement by a bassy crash of winds which suggest something of great scope has happened. | The lower the player flies, the more he may hear the sound of grass. This helps determine his character's current altititude. The deeper the player is into the level, more instruments are introduced which are evocative of 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, sounds will reflect such achievement by a bass crash of winds which suggest something of great scope has happened. |
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| ==Crash of winds aid in understanding the importance of the player's actions:== |
| {{https://www.youtube.com/v/RJE63Vw9aKg?.swf?575}} |
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==Setting, Scenography== | ==Setting, Scenography== |
Flower's background music may range from ambient to orchestral and the pace may be slow or fast depending on the player's progress. | Flower's background music shifts between peacefully ambient to emotionally orchestral and the pace may be slow or fast depending on the player's progress or level. Often, long-sounding instruments will suggest how expansive the fields are that the player must travel, therefore effectively complementing the room. |
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The background music is played by different classical instruments (piano, string and wind instruments, choirs) and most of the sounds are realistic, the most important one being the blow of the wind through grass. Objects like flowers, human constructions or dead areas will react to the touch of the player and produce sounds and melodies. The background music will also dynamically respond to the player's actions in the game's world. | The background music is played by different classical instruments (piano, string and wind instruments, choirs) and most of the sounds are realistic, the most important one being the blow of the wind through grass. Objects like flowers, human constructions or dead areas will react to the touch of the player and produce sounds and melodies. The background music will also dynamically respond to the player's actions in the game's world. |
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| 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 though certain levels also have more aggressive and darker music. |
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| 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. |
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==Conclusion== | ==Composition / Mix / Aesthetic== |
Although the sound in Flower depends a lot on the player's location, his progress and his speed of movement, it is much more predefined than in Proteus. In Proteus, the player's main motivation is to experiment and experience sound, whereas in Flower mostly underline the general atmosphere of the current environment and contributes to a thrilling gameplay. | The music in Flower doesn't sounds as "random" or "childish" as the music in Proteus. This is classical music that is widely known, not ambient electronic or 8-bit. All the sound elements in Flower are realistic and arguably more "mainstream" than the ones in Proteus, which is a game that takes much more liberties with sounds and experiments with them. |
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| ==Comparison Conclusion== |
| Although the sound in Flower depends a lot on the player's location, his progress and his speed of movement, it is much more predefined than in Proteus. In Proteus, the player's main motivation is to experiment and experience sound, as objects and movement allow him to directly influence music and atmosphere. It motivates the player to keep exploring the environment In Proteus in search for new sounds and sound combinations as the system brings about a continuous variation. In Flower, the sounds mostly underline the general atmosphere of the current environment and contribute to an audibly interesting gameplay. |
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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// |