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Flower is a video game developed by Thatgamecompany and published by Sony Computer Entertainment. It was designed by Jenova Chen and Nicholas Clark and was released in February 2009 on the PlayStation 3, via the PlayStation Network. PlayStation 4 and PlayStation Vita versions of the game were ported by Bluepoint Games and released in November 2013. An iOS version was released in September 2017, and a Windows version was released in February 2019, both published by Annapurna Interactive. The game was intended as a "spiritual successor" to Flow, a previous title by Chen and Thatgamecompany. In Flower, the player controls the wind, blowing a flower petal through the air using the movement of the game controller. Flying close to flowers results in the player's petal being followed by other flower petals. Approaching flowers may also have side-effects on the game world, such as bringing vibrant color to previously dead fields or activating stationary wind turbines. The game features no text or dialogue, forming a narrative arc primarily through visual representation and emotional cues.
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Flower is divided up into six main levels and one credits level. Each level is represented by a flower in a pot on a city apartment windowsill, and upon selecting one the player is taken to the "dream" of that flower.[2] Once inside a level, the player controls the wind as it blows a single flower petal through the air. Changes in the pitch and roll of the floating petal are accomplished by tilting the PlayStation 3 controller. Pressing any button blows the wind harder, which in turn moves the petal faster.[3] The camera generally follows just behind the petal, though it sometimes moves to show a new objective or consequence of the player's actions.[4]
Groups and lines of flowers are present in each level; approaching these with the petal causes them to bloom and a new petal to trail the first. When the player approaches certain flowers or groups of flowers, changes are made to the game world. These include opening new areas, transforming dead grassy areas to bright green fields, or activating wind turbines. These changes generally result in new flowers sprouting for the player to interact with. Flying through each flower results in a musical chime that harmonizes with the music. The music itself dynamically adjusts as changes are made to the world.[3] The more flower petals the player has trailing the lead petal, the faster the petals move.[2] It is impossible for the player to lose a level or any progress. The game features no enemies, hit points, or time limits. A single play-through of the game takes approximately one hour.[4]
Although no speech or text is used anywhere in the game aside from credits and interaction hints in the main menu, the six flower dreams follow a narrative arc.[3] The player's starting location in each stage appears to be near the ending location of the previous one, and through the course of the game the player approaches a distant city. The first levels focus on restoring life and color to the landscape. After activating a series of windmills, the player flies through a nighttime field, illuminating darkened strings of lights until they reach the city. The city is full of menacing metal structures, small arcs of electricity, and washed-out buildings; the player enlivens the city in the final two levels and transforms it into a bright and cheerful place.[5][6]
As the player progresses through the different levels of the game, the city viewed through the apartment window in the level selection screen gradually becomes more vibrant and colorful.[5] If the player triggers three secret flowers in each level, the cityscape is replaced with a bright field with mountains in the background. The music changes in scope as the game progresses, growing in scale and complexity and adding to the narrative arc.[7] The credits level is played in a similar manner to the main levels, but as the player flies through each flower the name of a person involved in the game appears above it. Flower includes PlayStation Network trophies in keeping with the game's feel. While some are objective-based, many are centered on relaxing and watching the scenery.[4]
Before beginning work, the development team commissioned two pieces of music that they felt would inspire the right emotional tone for the game to guide their efforts.[8] They created a number of prototypes, including concepts focused on growing flowers and based around human consciousness. The team decided that a prototype centered on petals floating in the wind best captured the emotions they wanted to evoke. They made keeping the player in a peaceful emotional state their design focus, and removed elements that frustrated players such as petal collection requirements to unlock levels and game mechanics that were too traditional and made the players too excited.[11] The team tried to not place any barriers in the levels, allowing the player to go anywhere in an open world but realized that without a few guidelines, such as the camera focusing on new flowers or segmenting the levels, players became confused and frustrated. Chen described the process as "almost like we wanted to throw away the traditional game design, but we end up picking up all the pieces we threw away and putting them back because we know those are actually needed to deliver a good guided experience".[14] The overall development time was two years, but the team spent three quarters of that time in the prototyping stage. After deciding on the game elements, Flower was produced in only six months.[15]
The game's focus on emotions was sparked by Chen, who felt that the primary purpose of entertainment products like video games was the feelings that they evoked in the audience and that the emotional range of most games was very limited. Chen tried to make the game focus more on emotions than on a message; he specifically changed the design of Flower when early testers felt there was a message of promoting green energy in the game.[16] To make Flower have the "emotional spectrum" that he wanted, Chen looked at the development process as creating a work of art, rather than a "fun" game, which would not provoke the desired emotions.[17] He summarized this view by saying that the only gameplay mechanic is hitting a flower to trigger a new event. The team specifically cut out deeper gameplay elements because these would have added "challenge" to the game, which, while fun, would not have been relaxing.[14] Santa Monica Studio contracted with Bluepoint Games to create ports of the game for the PlayStation 4 and PlayStation Vita, which were published in November 2013 to correspond with the release of the PlayStation 4.[18][19] Annapurna Interactive brought Flower to the iOS platform in September 2017, and to Microsoft Windows in February 2019.[20][21]
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The music for Flower was created by Vincent Diamante, a video game music composer and professor at the University of Southern California's Interactive Media Division.[22] He had previously scored the music for Chen's first game Cloud (2005), and Dyadin (2005), when he and Chen were both at the University of Southern California. He worked directly with the development team to integrate the music into the game by adjusting the placements of flowers and the tones that each type played when they were reached. He did this by harmonizing the gameplay with the music, and adjusting the music dynamically to correspond to changes in the game world.[7] Diamante used his music to influence the development team in adapting ideas he had for the game.[23]
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