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There's been a lot of talk about sound and music lately... The question is why? I think a problem that has also been addressed numerous times lately is the fact that more and more gamers do not want to feel that they are being hand-held through the game (even if it is a linear storyline, they do like to have their options).
You are not a cinematographer. Period.
If you want to make movies, go apply at Pixar or some other CGI studio (ILM, et al, ad naseum). Rather than worrying about whether or not the musical soundtrack of a game is "catchy" or not, why not worry about brainstorming that ultra-cool new feature or idea that no one's tried or thought of before. Why not revolutionize gameplay itself, for the sake of the game, rather than just step up the graphics another notch and add pop 40 hits to your soundtrack?
How many of you, to this very day, can still hum the theme song to Super Mario Bros. or Tetris? How about Pong? Metroid? Asteroids? Some of these songs didn't even have soundtracks and yet, they are the most enduring symbols of video games the world will ever have. People are still making Tetris clones as their first video game programming projects. Why? Because the gameplay, the game is unlike anything that came before and only cheap, half-assed attempts at duplication have followed.
If you're going to make a game, then make a game, something that people will love to play because it has engaging gameplay that doesn't get old quickly, like so many of today's games. I was walking around the video game section today, noticing that there were few, if any, actually unique games there.
You've got N^1000 different FPS/3PS's where nothing has actually changed except the backdrop and the arsenal. You've got N^100000 RPG's that are only seperated by marginally different storylines and I won't even attempt to make a mathematical equation about how many different "SIM" or "Military" games there are, because it would hurt my head and probably fry my computer.
People have been ranting about it for a long time now, and I guess it's my turn, but the game industry really needs a breathe of fresh air. Of course, they'll never get it, seeing as the average member of the herd is quite happy to be culled by simply better graphics and 7.1 digital surround sound. If you took offense to that, well then, you probably deserved it.
This isn't meant as a flame against the OP, just a general rant that I have needed to get off my chest for a long time now. I'm hearing-impaired, nearly deaf actually, and so, sound doesn't really make too much difference to me, as I usually can't have it turned up too high without missing the phone ringing or something. Not to mention, even if you get a symphony conductor to arrange your music, there's a very high probability that your players will simply substitute their own MP3/WMA files for your soundtrack anyway (at least one would hope they would). Why? You ask? If your game has any manner of replayability, then it goes without saying that you simply cannot contain enough sound data to keep the music ever changing, and the music will in the end become redundant and perhaps even a tad bit annoying to the player, so they'll turn it off and go listen to the newest hit single by Britney Spears.
My two cents, something to chew on,
Vopisk
No offense meant (especially since I'm stealing someone else's words for this, heh), but that seems like a kind of narrow view of gameplay. It doesn't seem fair, to me anyway, to describe a game solely in terms of its mechanics and system. I definitely don't think it's fair to lump game music in the same category as NEWER FASTER HARDER TO RUN GRAPHICS and what have you. I mean, there's a big difference between a coat of glossy paint on crap and artistic aspects of a game that add to it even after the first ten minutes.
Let me give you an example of what I mean. A lot of people liked Half-Life (referring to the first, here). A LOT. Whatever your personal feelings on the game are, it's impossible to argue that people liked the game because of only its mechanics alone. You shot dudes. Dudes shot at you. Okay. That happens a lot. Yes, it had good A.I., but sometimes people who will say they loved the game won't even mention that! What Half-Life had that separated it from the pack, what it had in spades, was atmosphere. The environments, the sounds, all of it was made to give the player the feeling of being trapped in a military complex quickly falling apart, filled with only a few allies.
Another example! Fallout. The core gameplay of Fallout was as follows: you created a character. You talked to people and chose certain dialogue choices. You shot people. People shot you. Sometimes you shot each other in the crotch. Endearing, to be sure, but if you ask fans of the game why they loved it they're not going to say "you got to choose dialogue and shoot people" and leave it from there. Fallout, too, had atmosphere. The graphics were primitive, certainly, but all carefully made to actually make the world seem desolate and dying. The soundtrack, though pretty minimal, added a lot to the game in the right places-- another question of atmosphere. It's not something I'm smart enough or experienced enough to put in words, but the fact that a lot of people who love this game will point to this or simply say that they can't explain why they love it solely in terms of the battle and character creation.
Now I'm going to take a counter-example, Doom 3. Maybe it's not fair for me to judge something so obviously subjective-- I mean, look at how many good AND bad reviews the game got-- but a lot of people will tell you that Doom 3 really kind of sucked compared to some more critically acclaimed FPSes. My personal favorite way of describing it is as an extremely successful tech demo, so obviously I'm about as biased as biased can get. But say, why do I dislike Doom 3? You shoot people, no? You shoot people with a wide array of guns with many different noises. Sometimes you chainsaw them in the face. All of this is exceedingly boring to me. The environment is extremely samey, there is nothing there in terms of music or art (never mind graphics for now, I'll get to that in a bit). I only really realized this halfway through, and it let me put a finger on why I didn't really like it. Frankly, I didn't really MIND enemies in trapdoors and all those other little Doom things. They're kinda cute in their own way. But the game was, well, it was almost totally lacking in character.
Okay, so if I chose Doom 3 as an opposing example, you've probably guessed by now that I don't really disagree with you. Actually, for the most part I agree with you, and I kind of wish more gamers would take your point of view so that we could get more System Shocks and less Doomalikes. I mean, Doom 3 technically had really great graphics, and I'm saying that that didn't do a damned thing for the game itself in my mind. After you're done goggling at new methods of bump mapping you still have a GAME to play, right? And all those fancy vector whathaveyous don't make doing the same thing for five hours any more fun.
But! But what I'm saying is that there's a difference between games boasting of super high poly count, improved normal mapping, n.1 surround, whatever and games with great art direction, music that you remember, music that fits. There is a REALLY BIG difference, in my mind, between adding a new coat of lustery paint to the same old thing and adding artistic elements that genuinely contribute to the game. Artistic elements, art direction, whatever, that can make a game what it is. It can do more than raise it above the pack: it can make a generic model that's worked before into something massively popular and successful and even good in my mind (again, Half-Life is my favorite example just because it's such an easy comparison-- even if you don't like Half-Life, you have to admit that there must be something there for it to be so popular compared to other FPSes very similar in terms of gameplay).
So in short: I agree with most of your rant, but I think it's unfair as applied here. Music, good, fitting music, along with sounds, do a lot for a game's character and my feelings on playing it. Just as music by itself can change my mood and my view on things, music and sound in a game can change how I feel about the game at that moment and what I'm doing in it. It's something that's difficult to explain if you're hearing-impaired... good audio in a game is one of those experiences that can only be explained by example (okay, or neurobiologically I guess, but I don't know if we've reached the point where that would help anything). It's not at all like a new graphics update or a new layer of gloss... much more akin to good ART, even good writing, the things that made people rave about what would seem like vanilla games otherwise (Planescape: Torment, Albion, whatever).
Okay! To the Original Poster(tm), I guess it goes without saying that I think music has some weight? But in my view, it doesn't really make or break a game as a CATEGORY, it's just something that really shines and stands out when it's good (as in WC2!). I definitely appreciate it when it's there and good, but it's rare for ambient audio to be so bad as to actually detract from the game (as it often is with writing and art direction, for me at least).
So! That's my... cent, I guess, really. Sorry for the long post. If someone can tell me how to put my opinions down without taking forever, I'd appreciate it.. this is what I get for sleeping in English all through school, I guess =(