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flower [2014/05/09 10:51] jsilvasiflower [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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 ==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.
  
 ==Suggestion, Metaphor, Subtext== ==Suggestion, Metaphor, Subtext==
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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 bass 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.
  
 ==Crash of winds aid in understanding the importance of the player's actions:== ==Crash of winds aid in understanding the importance of the player's actions:==
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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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/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/flower.1399625475.txt.gz · Zuletzt geändert: von jsilvasi