Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung |
proteus [2014/05/09 11:07] – 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'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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==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=== |
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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 are clearly electronic, but 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 patchwork 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. | |
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Examples: Daytime music found in {{:spring.ogg|Spring}}, {{:summer.ogg|Summer}}, {{:autumn.ogg|Autumn}} and {{:winter.ogg|Winter}}. | 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. |
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==Comparison Conclusion== | ==Comparison Conclusion== |