proteus
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
proteus [2014/05/09 01:12] – jsilvasi | proteus [2014/05/09 14:21] (aktuell) – hgallike | ||
---|---|---|---|
Zeile 16: | Zeile 16: | ||
---- | ---- | ||
+ | //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, | + | 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, |
==Gameplay example:== | ==Gameplay example:== | ||
Zeile 40: | Zeile 41: | ||
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' |
Zeile 52: | Zeile 53: | ||
==Background Sound== | ==Background Sound== | ||
- | Each of the four seasons has its own background music which can further be divided into day and night sound. Thus, there are altogether eight different background songs for a day. Additionally, | + | Each of the four seasons has its own background music which can further be divided into day and night sound. Thus, there are altogether eight different background songs. Additionally, |
- | + | ||
- | Examples: Daytime music found in {{: | + | |
==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:== | ||
Zeile 69: | Zeile 68: | ||
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. | ||
- | |||
- | |||
- | ==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. | ||
---- | ---- | ||
Zeile 81: | Zeile 76: | ||
==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:== | ||
Zeile 102: | Zeile 97: | ||
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:// |
Zeile 114: | Zeile 109: | ||
==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:== | ==Achieving a spiritual mood through visuals and sounds:== | ||
Zeile 126: | Zeile 121: | ||
==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:== | ==Music begins as the island is reached, suggesting progress:== | ||
Zeile 132: | Zeile 127: | ||
==Setting, Scenography== | ==Setting, Scenography== | ||
- | Proteus' | + | Proteus' |
---- | ---- | ||
Zeile 138: | Zeile 133: | ||
===Composition / Mix / Aesthetic=== | ===Composition / Mix / Aesthetic=== | ||
- | The visual as well as the auditive | + | The overall musical |
+ | |||
+ | Examples: Daytime music found in {{: | ||
---- | ---- | ||
Zeile 156: | Zeile 153: | ||
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' | ||
---- | ---- | ||
- | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi, | + | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi, |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/proteus.1399590742.txt.gz · Zuletzt geändert: von jsilvasi