proteus
Unterschiede
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Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
proteus [2014/05/09 00:16] – [Proteus] jsilvasi | proteus [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 === | === Game Description === | ||
+ | Proteus is an open-world game developed by Ed Key and David Kanaga for Microsoft Windows, Mac OS and Linux as well as PlayStation 3 and PlayStation Vita. The game was released in 2013. In Proteus, the player explores a procedurally generated 3d pixel art island in first person point-of-view and wanders through meadows, hills and forests, also meeting animals along the way. The game has no goal. The only thing the player can do is walk and sit down. The core of Proteus lies in music and sounds. | ||
+ | ==Gameplay example:== | ||
+ | {{https:// | ||
- | ==Development== | ||
- | |||
- | Proteus is an open-world game developed 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. | ||
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Proteus is a game without a specific goal in that it is a pure exploration game in which atmosphere, mainly created by sound, plays the crucial role. As the visuals are held in simple pixel art, sound attains all the more emphasis. It is the main factor that keeps the player motivated. | Proteus is a game without a specific goal in that it is a pure exploration game in which atmosphere, mainly created by sound, plays the crucial role. As the visuals are held in simple pixel art, sound attains all the more emphasis. It is the main factor that keeps the player motivated. | ||
- | Firstly, there are different background sounds which create the basic atmosphere. These background sounds change in relation to time and location of the player Secondly, there are sounds which occur as soon as the player gets near to a certain object. Sound can also be triggered as a certain | + | Firstly, there are different background sounds which create the basic atmosphere. These background sounds change in relation to time and location of the player. Secondly, there are sounds which occur as soon as the player gets near to a certain object. Sound can also be triggered as certain |
- | The basic atmosphere of the game is given by the current background music but the player can enhance this particular mood by navigating through the game world and thereby activating plenty of unique and atmospheric sounds. The world of Proteus could be described as a piece of music and the player' | + | The basic atmosphere of the game is given by the current background music but the player can enhance this particular mood by navigating through the game world and thereby activating plenty of unique and atmospheric sounds. Every object of the world has a distinct musical signature and will react to the player' |
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==Background Sound== | ==Background Sound== | ||
- | Each of the four seasons has its own background | + | Each of the four seasons has its own background |
- | Examples: Daytime music found in {{: | ||
- | |||
- | ==Music begins as the island is reached:== | ||
- | {{https:// | ||
- | |||
- | ==Climbing mountains influences the music:== | ||
- | {{https:// | ||
==Objects== | ==Objects== | ||
- | There are plenty of interactive objects which trigger sound. Some animals are activated as the player gets near. However, they run away and the play may pursue them, if he likes, and trigger further sounds. Others are static and activated each time the player navigates close to them. There' | + | There are plenty of interactive objects |
==Pursuing an animal:== | ==Pursuing an animal:== | ||
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The player can affect the sound also by changing his speed sliding down a hill. As the player moves faster, a sound emerges to emphasize his speed of motion. | The player can affect the sound also by changing his speed sliding down a hill. As the player moves faster, a sound emerges to emphasize his speed of motion. | ||
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- | ==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. | ||
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==Narrative Metatopics== | ==Narrative Metatopics== | ||
- | The concept of Proteus is the experience between player and environment. Therefore, narrative metatopics are severely featured in the game. As the player wanders in the island, he'll often come to face with changes in the background music and environmental sounds due to daytime and seasonal changes. For example, the player will find energetic-sound mayflies in Spring. In Autumn, he'll find them lying on the ground, dying from the cooling weather | + | The concept of Proteus is the experience between player and environment. Therefore, narrative metatopics are severely featured in the game. As the player wanders in the island, he'll often come to face with changes in the background music and environmental sounds due to daytime and seasonal changes. For example, the player will find energetic-sound mayflies in Spring. In Autumn, he'll find them lying on the ground, dying with sounds of the weak flaps of their wings. This suggests that Winter is coming. |
==Seasons affect NPCs and their sounds:== | ==Seasons affect NPCs and their sounds:== | ||
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Proteus' | Proteus' | ||
- | ==Music changes by the player' | + | |
- | {{https:// | + | ==Climbing mountains influences the music:== |
+ | {{https:// | ||
+ | |||
+ | |||
+ | ==Music changes | ||
+ | {{https:// | ||
==Time perception== | ==Time perception== | ||
Proteus has a day/night cycle system in which the sun rises every morning and sets every evening. Music and environmental sounds differ substantially between night and day, with daytime featuring several environmental sounds and night-time becoming much calmer. This helps distinguish the passing of time. | Proteus has a day/night cycle system in which the sun rises every morning and sets every evening. Music and environmental sounds differ substantially between night and day, with daytime featuring several environmental sounds and night-time becoming much calmer. This helps distinguish the passing of time. | ||
- | The player can travel forwards in time by positioning himself accordingly in relation to a circle of stones and open up a portal. This ritual will not only drastically change the landscape of the island but background music and environmental sounds will change accordingly. The sounds in the warmer seasons of Spring and Summer are playful and loud where as in the colder seasons of Autumn and Winter they become eerie and melancholic. | + | The player can travel forwards in time by positioning himself accordingly in relation to a circle of stones and open up a portal. This ritual will not only drastically change the landscape of the island but background music and environmental sounds will also change accordingly. The sounds in the warmer seasons of Spring and Summer are playful and loud where as in the colder seasons of Autumn and Winter they become eerie and melancholic. |
==Creating a portal and difference between season' | ==Creating a portal and difference between season' | ||
- | {{https:// | + | {{https:// |
==Character and Personality== | ==Character and Personality== | ||
- | Whereas the player plays an invisible and soundless character, NPC animals in Proteus have distinguishably different visuals and sounds from eachother. Animal sounds will often correspond to their locomotion style. For example, | + | Whereas the player plays an invisible and soundless character, NPC animals in Proteus have distinguishably different visuals and sounds from eachother. Animal sounds will often correspond to their locomotion style. For example, |
+ | Examples: {{: | ||
==Suggestion, | ==Suggestion, | ||
- | A recurrent theme in Proteus is spirituality and ascension. This is mood is set during certain locations and events in the game through | + | A recurrent theme in Proteus is spirituality and ascension. This is mood is set during certain locations and events in the game through |
+ | |||
+ | ==Achieving a spiritual mood through visuals and sounds:== | ||
+ | {{https:// | ||
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==Navigation, | ==Navigation, | ||
- | Music will sound while the player is on land whereas he'll hear only water when swimming in the ocean. This may aid the player in understanding the progress | + | Music will sound while the player is on land whereas he'll hear only water when swimming in the ocean. This may aid the player in understanding |
+ | ==Music begins as the island is reached, suggesting progress:== | ||
+ | {{https:// | ||
==Setting, Scenography== | ==Setting, Scenography== | ||
- | Proteus' | + | Proteus' |
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===Composition / Mix / Aesthetic=== | ===Composition / Mix / Aesthetic=== | ||
- | The visual as well as the auditive | + | The overall musical |
+ | |||
+ | Examples: Daytime music found in {{: | ||
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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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