Best game music?
by Benjamin McMillan · in Game Design and Creative Issues · 05/25/2003 (4:49 pm) · 5 replies
Which do you prefer overall:
Orchestral cinematic-like music or throbbing techno pulses that pump adrenaline?
I definately prefer orchestral most of my mp3's and cd's being the great classical works that inspired modern movie composers and soundtracks from movies with great music.
Orchestral cinematic-like music or throbbing techno pulses that pump adrenaline?
I definately prefer orchestral most of my mp3's and cd's being the great classical works that inspired modern movie composers and soundtracks from movies with great music.
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#3
but strongly recommend soundtrack from suprb aaa+ game Outcast ...
05/26/2003 (12:34 pm)
I prefer orchestral by all means .. but yep, it also depends on genre of the gamebut strongly recommend soundtrack from suprb aaa+ game Outcast ...
#4
However, I think if the game itself is interesting, then a variety of rhythmic beats provides a more subtle backdrop. I wouldn't really like it if it was blaring. And I think having it dynamically adapt to the action on the screen would be important. A great example of this working well is Rez for the Playstation 2 (or Dreamcast import).
And of course, some of the best electronic music would fit that the above description (excepting the "dynamic" part, of course).
I hate to say it, but the most significant thing is whether your music is GOOD or not. I dislike country music, but I'll take a game with excellently done country music over one with crappy classical or techno music, anyday.
But that being said, as was pointed out above, it's generally a lot easier to make non-intrusive, looping electronic music. Because if you can't wow the player, you might as well work at not pissing them off and losing points.
Personally, I think it should be evaluated whether a game needs music or not. I think in a racing game, it's essential. But in a FPS, I very frequently turn all the music completely off. I did this in System Shock 2 and Tribes 1 and 2 for sure, and I may have done it in Half Life.
Medal of Honor had rousing music, though. I left that on. Same with Jedi Knight I and II. Again, it's the difference between good music and bad/bland music. A lot of it also had to do with the focus of the game. Lots of FPS's require you to be alert for sounds in the game. Both Jedi Knight ahd MOH used dynamic music, which toned the volume way down during quite parts of your adventure. System Shock 2 just streamed fairly loud industrial music. Tribes 2 music pretty much prohibits you from hearing people with cloak packs sneaking around you.
A good game with lots of sound, including non-sound effect sounds (yet, not really music either) are the Thief series of games. Lots of eerie ambient noises that are musical in nature, but not in your face, and not really music.
07/18/2003 (8:32 am)
I'm going to be crazy here and say techno, but actually I mean more ambient style music. Of course, as said, it really depends on the game (what if it were a game about 1780's Vienna? Techno would be pretty out of place...)However, I think if the game itself is interesting, then a variety of rhythmic beats provides a more subtle backdrop. I wouldn't really like it if it was blaring. And I think having it dynamically adapt to the action on the screen would be important. A great example of this working well is Rez for the Playstation 2 (or Dreamcast import).
And of course, some of the best electronic music would fit that the above description (excepting the "dynamic" part, of course).
I hate to say it, but the most significant thing is whether your music is GOOD or not. I dislike country music, but I'll take a game with excellently done country music over one with crappy classical or techno music, anyday.
But that being said, as was pointed out above, it's generally a lot easier to make non-intrusive, looping electronic music. Because if you can't wow the player, you might as well work at not pissing them off and losing points.
Personally, I think it should be evaluated whether a game needs music or not. I think in a racing game, it's essential. But in a FPS, I very frequently turn all the music completely off. I did this in System Shock 2 and Tribes 1 and 2 for sure, and I may have done it in Half Life.
Medal of Honor had rousing music, though. I left that on. Same with Jedi Knight I and II. Again, it's the difference between good music and bad/bland music. A lot of it also had to do with the focus of the game. Lots of FPS's require you to be alert for sounds in the game. Both Jedi Knight ahd MOH used dynamic music, which toned the volume way down during quite parts of your adventure. System Shock 2 just streamed fairly loud industrial music. Tribes 2 music pretty much prohibits you from hearing people with cloak packs sneaking around you.
A good game with lots of sound, including non-sound effect sounds (yet, not really music either) are the Thief series of games. Lots of eerie ambient noises that are musical in nature, but not in your face, and not really music.
#5
10/10/2003 (3:56 pm)
Any type of music would do. If I could add something, it is always a good idea to create music that will definitely fit the stage or character.
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