proteus
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
proteus [2014/05/09 10:21] – 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 === | ||
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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 | + | There are plenty of interactive objects |
==Pursuing an animal:== | ==Pursuing an animal:== | ||
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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 few instruments or choirs playing in the absence of any other distracting environmental sound. Approaching totems will result in said thematic mood. It is also perceivable by climbing or " | + | A recurrent theme in Proteus is spirituality and ascension. This is mood is set during certain locations and events in the game through few instruments or choirs playing in the absence of any other distracting environmental sound. Approaching totems will result in said thematic mood. It is also arguably |
==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' |
==Comparison Conclusion== | ==Comparison Conclusion== | ||
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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, |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/proteus.1399623700.txt.gz · Zuletzt geändert: von jsilvasi