Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos
Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?
Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game Osmos, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety.
http://www.hemispheregames.com/osmos/
The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the zeitgeist, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.
Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. Pac-Man, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on eating as the mechanic. Consuming stuff appeals to everyone.
Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by Loscil, Gas/High Skies [Microscopics], Julien Neto, and Biosphere.
The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.
I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.










