Personally, I have always had problems with poems and textual descriptions written about the beauty of nature. This is because when the beauty of something is described in words, the focus is often on the beauty of the words, not the beauty of what is being described, especially when the perception of that beauty depends as much on the nature of the five senses. In other words, my problem was that words failed to convey sensations, and no matter how talented a poet or writer is in creating a beautiful work, the beauty of what he describes is buried beneath the abstract and semantic world of words.
Like a cloud running over hills and valleys
I wandered alone
Suddenly I saw a bunch of golden daffodils p>
who rejoice and dance in the breeze by the lake and under the trees
like the stars that constantly shine in the galaxy
and twinkle The daffodils also lined up in an endless line on the shores of the Gulf.
Read the rest of the poem at this link)
When I read this poem, I can imagine the mood of the poet who composed it, but the problem is that I can not feel it myself. It is not a shortcoming of the poet himself; The problem is the nature of the poem, because any experience poured into words will inevitably become a handful of imitations of its own Platonic ideal. Tried to do; Provide a romantic, desirable and breathtaking image of nature and flowers in particular. But the difference between the two is that Wordsworth's poetry is unlikely to sting your hair out of the intensity of the beauty it depicts, while in flower play this is almost inevitable.
Everything starts with a petal from a flower/
and ends with a sequence of petals whose head is invisible.
Comparing the game of flowers with poetry is not an attempt to make it justified and artistic. The game's creators themselves described it as "a poem in the form of a video game" and "an interactive poem that deals with the tension between the urban and the natural environment," and if you play it for a few minutes, you will understand why.
In general The game does not have a dialogue line or even a living character (both human and animal). In this game you control the wind. All six stages of the game begin with a petal. You direct the petals to the other flowers along with the wind. As each flower passes, one of its petals is added to the volume of the petals. During the stage, you go through so many different flowers that at the end of the stage, the volume of the petals looks like a huge mass.
The question is, how did the creators manage to make a game out of such a mechanism? src="https://bingmag.com/picsbody/2112/31/15270-4.jpg" alt="BingMag.com The best poem written about flowers (Game showcase: Flower)" loading="lazy">
In the main menu of the game you can choose one of 6 steps . If you find all three hidden flowers of the stage, the corresponding flower will bloom (like the three flowers on the left). Otherwise it stays in the bud position (like the three goals on the right). From the beginning of the project, the creators aimed to provide an emotional and relaxing experience, because in their view, the emotional range of the games was very small and the sense of "excitement" had a large share. Jenova Chen, one of the main creators of the game, was so focused on the game that it was emotional when she realized in the initial tests that one of the testers thought the game was going to deliver a message about the benefits of green (or renewable) energy. , Made changes to it so that such messages could not be taken.
I know the phrase "emotional game" has become a clich these days, and in describing any game in which enemies are playing in the middle of playing music You are not metal, they say it is "emotional", but flower really can not be described in any other word. Wind control, while blowing between flowers and creating large, dreamy masses by collecting their petals, may be an overly sentimental image, but with the help of graphic art and game music, the same image creates such an evocative experience that it may tear in the middle. Ring in your eyes, especially at times when music peaks in response to your actions and an intoxicating audio/visual scene emerges.
After launching these mills
You can fly over the valley in the air flow they create.
The goal of the creators was not to make the game challenging. , Because the challenge reduces the intensity of its soothing. That's why there is no news of dying, failing, pursuing the objective, and so on. In fact, there is no information in the game that needs to be displayed on the screen, and therefore the game has no user interface at all. The gameplay is such that after the start of the stage, sometimes you have to go through a number of goals to open the next part of the stage. For example, in one of the stages, you have to fly in windmills over a valley. At the beginning of the stage, you have to go through the mud around the mills to get used to it. It does well. In no situation to the problem of "Where should I go now/What should I do?" I did not encounter.
At night, The flower mass is equipped with light and can illuminate the surroundings.
Of course, the game had a challenge for me, and that is its control. I played the game on a computer, so I do not know if PlayStation players have experienced this, but it is difficult to keep the pile of petals in a straight line, either with the mouse or the keyboard. The lump constantly deviates to the left or right, forcing you to twist and grab the petal if you leave it. This means that if you really care about grabbing each of the petals (to get an achievement or just obsessively), use the fast-moving feature (which is the only verb in the game) seldom, and just let the masses calm you down. Push forward.
Is this for Is there a gray world of hope? Even the pile of flowers has lost its color and glaze in it.
Of course, this feature can be one of the minor and intentional challenges of the game, so that the game is too simple instead of relaxing your brain in pilot mode. Do not put auto. But this challenge is not skill-based and can only be summed up in circumvention. It is only in one of the stages that the element of skill is involved in the gameplay, and that is the fifth stage, in which you must carefully pass through the labyrinths of the electric beams, because if a mass of flowers hits the beams, it will be electrocuted and your petals will burn with each collision. Of course, hitting electric arrows has no effect on the game process, and if you hit them a hundred times, you will not lose. Just one of the achievements of the game is to pass the fifth stage without hitting these arrows, and to be fair, taking it is one of the most difficult achievements of the game. This is due to the clumsy movement of the petal mass and the inefficiency of the camera at narrow angles.
Another challenge of the game is finding three hidden goals inside the stage. Fortunately, the presence of these secret flowers provides an incentive to explore the stages. However, finding all the hidden flowers is only an achievement and has no effect on the game.
There are fading halos on top of the flowers that have not yet passed through. Given that the game does not have a user interface, this aura is very efficient for navigation.
At first glance, the flower does not look like a game with a story. But the six stages of the game follow an archetypal narrative line that uses familiar symbols, images, and emotions that are understandable to all of us.
The dead are in the form of a healing force. At the beginning of each stage, the world around you is gray or pale, and you color it as you navigate through it. The petal mass, wherever it enters, gives it life force; Turns gray meadows into colorful flowerbeds, uses mills, and illuminates the land at night. By the fourth stage, everything is going according to plan and the game has a very upward and rainbow atmosphere, but at the end of the fourth stage (which takes place at night), the fuse suddenly goes off and the light poles that lit your way go out and the game music is ominous.
What happens at this stage is the prelude to the fifth stage, which is the only stage in the game where there is a danger to the petal mass (the same danger as electric arrows). The fifth stage takes place basically in a dead city, and its symbol of death is depicted with arrows, arrows that you must deactivate and destroy. But after leaving behind the fifth stage (which is only the dark and outward stage of the dark game), in the sixth stage, you return to the same bright and colorful space of the first three stages, and in the form of a mass of petals, you find the power to revive the city. .
When you create an area ( By passing through its flowers), in the middle of the short curtains, the area will be refreshed and colored from above. It's a lot of fun to watch these midfielders, because it makes you see the impact of your work.
My interpretation of the game is that the petal mass is a kind of god-like creature that is gaining strength during the game and in the final stage of the game. It shows its power in full on the arena and revives a dead world. The giant and beautiful tree, which in the end replaces the badly composed structure and is full of beams, is the tree of life. "But considering that in the fourth stage, the light poles are also depicted as a desirable and path-breaking factor, and with the jump of the electric fuse in the fourth stage, the game space becomes dark and ominous, this interpretation does not seem very probable." p>
Gol is one of the most creative final captions between games has it. The final titration of the game is basically the points of points in which the name of each of the players in the game is displayed in the form of a goal, and you must explore these goals and send the name above them to the sky. If you find all the flowers, the achievement will open for you.
Finally, it's worth mentioning that the goal-scoring experience was very important to me. Whenever I was reading a poem or a prose describing the beauty of flowers and nature, I always felt that something was missing. I even felt this way when I saw paintings of flowers and nature. I mean, I could understand that what I read/see is beautiful, but I always had the feeling that the source of this beauty is the author's imagination, not what he portrays. But in the game of flowers, for the first time, I was able to experience the shocking effects of nature outside of nature itself. It proved to me that our ancestors had the right idea of the beauty of nature; But the ideal form for expressing this beauty had not yet been invented.
Gol really deserves the title of "interactive poetry" and the next game of thatgamecompany studio, Journey, was a continuation of this game and is considered a full-fledged interactive poetry. Been. Personally, I hope that making interactive poems will become a more common tradition, and that many of the imaginative and poetic notions of "candles, flowers, and butterflies" left over from the past will be recreated with artistic graphics, music, and directing at the level of these two games. He says that interactive poetry in the style of playing flowers and traveling is the next step in the evolution of poetry.
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