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proteus [2014/05/09 10:22] jsilvasiproteus [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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 === Game Description === === Game Description ===
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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, there are also short pieces for sunrises and sunsets. The background music further depends on the altitude of the player's position: if he is up on a hill or down in a valley, for example, the music will change. The player can therefore interact with the background sound and influence it.  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, there are also short pieces for sunrises and sunsets. The background music further depends on the altitude of the player's position: if he is up on a hill or down in a valley, for example, the music will change. The player can therefore interact with the background sound and influence it. 
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-Examples: Daytime music found in {{:spring.ogg|Spring}}, {{:summer.ogg|Summer}}, {{:autumn.ogg|Autumn}} and {{:winter.ogg|Winter}}.  
  
  
 ==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. Even seemingly environmental objects like the sun may trigger a sound each time it comes within view.+There are plenty of interactive objects  which trigger sound. Some animals are activated as the player gets near them. However, they run away but 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. Even seemingly environmental objects like the sun may trigger a sound when they come within view.
  
 ==Pursuing an animal:== ==Pursuing an animal:==
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 ==Suggestion, Metaphor, Subtext== ==Suggestion, Metaphor, Subtext==
-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 "ascending" hills though the collaboration between sound and action is contextually more comprehensible at the end of the game.+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 perceivable by climbing or "ascending" hills though the collaboration between metaphor, sound and action is contextually more comprehensible at the end of the game.
  
 ==Achieving a spiritual mood through visuals and sounds:== ==Achieving a spiritual mood through visuals and sounds:==
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 ==Navigation, Orientation== ==Navigation, Orientation==
-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 in game is found on the island itself.+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 that the progress  through the game is achieved on the island itself.
  
 ==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' background music will change depending on several factors. The most dramatic is the change between day, night and seasons, each providing a different mood and audible content to experience in the island.+Proteus' background music will change depending on several factors. The most dramatic is the change between day, night and seasons, each providing a different mood and audible content to experience in the island. Nights sounds, for example, will often feature echoes, which strengthens a sound in the absence of any other during the quiet of night.
  
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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 slowbut the rhythm changes depending on the season and the hour of the day in the world of the game. The basic sounds are clearly electronicbut they can be accompanied  by choirs, percussion, string or wind instruments which are more "realistic"The overall feeling is that it is a very light, aerial and quiet music that makes the player feel relaxed and peaceful. +The overall musical style of Proteus is inspired by electronic music and 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. Most sounds seem fairly electronic but they can be accompanied  by choirs, percussion, string or wind instruments which are more "realistic". The different sounds and melodies in Proteus are always short and simple and can be repeated several times. Having a very simple and "non-structured" melody as basis also gives more freedom for the sounds of the world. This way, they can be easily combined with others and thus create "new" melodies. The feeling of the music and sounds of Proteus makes it seem like quite a messy, random mix of sounds. Which it literally is when you look at the game as a whole but the melodies of the objects themselves are not randomly generated. While it can still be quite a peculiar patchwork of sounds, it is rarely unpleasant to the ears, since all the sounds have a common identity and a simple background music
-The different sounds and melodies in Proteus are always short and simple and can be repeated several times.Having a very simple and "non-structured" melody as basis also gives more freedom for the sounds of the world.This way, they can be easily combined with others and thus create "new" melodies. The feeling of the music and sounds of Proteus makes it seem like quite a messy, random mix of sounds. Which it literally is when you look at the game as a whole but the melodies of the objects themselves are not randomly generated. It still can be quite a peculiar patchowrk of sounds. However, it is never disturbing for the ears, since all the sounds have a common and basic identity/genre and a simple background music.+ 
 +Examples: Daytime music found in {{:spring.ogg|Spring}}, {{:summer.ogg|Summer}}, {{:autumn.ogg|Autumn}} and {{:winter.ogg|Winter}}
  
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 ==Composition / Mix / Aesthetic== ==Composition / Mix / Aesthetic==
-The music in Flower doesn't sounds as "random" or "childish" as the music in Proteus. This is classical music that is widely known, not ambient electronic or 8-bit. All the sound elements in Flower are realistic and arguably more "mainstream" than the ones in Proteus, which is a game that takes much more liberties with sounds and experiments with them.+The music in Flower doesn't sounds as "random" or "childish" as the music in Proteus. This is classical music that is widely known, not ambient inspired by electronic music or 8-bit sounds. All the sound elements in Flower are realistic and arguably more "mainstream" than the ones in Proteus, which is a game that takes much more liberties with sounds and experiments with them.
  
 ==Comparison Conclusion== ==Comparison Conclusion==
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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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