proteus
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
proteus [2014/05/09 10:06] – 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' | ||
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=== 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 this game lies in music and sounds. | + | 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 |
==Gameplay example:== | ==Gameplay example:== | ||
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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. Every object of the world has a distinct musical signature and will react to 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 music which can further be divided into day and night sound. Thus, there are altogether eight different background songs. 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, |
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- | 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 them. However, they run away and the player 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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==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 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' | ||
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==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:== | ||
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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:== | ==Music begins as the island is reached, suggesting progress:== | ||
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==Setting, Scenography== | ==Setting, Scenography== | ||
- | Proteus' | + | Proteus' |
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===Composition / Mix / Aesthetic=== | ===Composition / Mix / Aesthetic=== | ||
- | The overall musical style of Proteus is based on electronic/8-bit sounds and music, thus adapting it well with the retro visuals of the game.The melody is always quite simple and it seems as if someone (without musical experience, like a child) was improvising a melody by randomly pressing the keys on a synthesizer.The music is mostly made of clear, high tones for the melody and some low tones for the bass. The melody is slow, but the rhythm changes depending on the season and the hour of the day in the world of the game. The basic sounds | + | The overall musical style of Proteus is inspired by electronic |
- | The different sounds and melodies in Proteus are always short and simple and can be repeated several times.Having a very simple and " | + | |
+ | Examples: Daytime music found in {{: | ||
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==Composition / Mix / Aesthetic== | ==Composition / Mix / Aesthetic== | ||
- | The music in Flower doesn' | + | The music in Flower doesn' |
- | ==Conclusion== | + | ==Comparison |
Although the sound in Flower depends a lot on the player' | 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, | + | // Artikel erstellt von Filipe Simonette, Helen Galliker, Julie Baechtold, Rosina Brosi, |
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