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Original post by facher83
Yesterday I wrote a long response, but alas, the combination of IE and the gamedev forums hanging, I lost all the typing.
Haha, don't you just hate that! :P
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Original post by facher83
In short, most of the concepts you listed as capabilities today were able to be done in the past, even with MIDI, with a little cooperation and planning between programmer(s) and composer(s).
You act like the move from MIDI to actual samples isn't a huge thing. Well, maybe you like listening to solely MIDI in video games, but most people were very happy to say goodbye to the little bleeps and bloops. I enjoy the retro experience now and then... but not all of the time. The mere fact that I can type in the text I want to hear, then test it with actual choir samples playing back at me is amazing. I've had pieces where people couldn't tell if I hired a live orchestra or used great samples.
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Original post by facher83
I also understand the manufacturing problems with multiple CDs, but from a cost perspective, it's simply the corporate sector wanting to save a penny or two on each package - which to me isn't a valid argument, just another broken philosophy that has many game studios in a strangle-hold.
Hahaha, that's great. No offense but try saying that to whomever is bankrolling your project or salary. If I've learned anything in my time in this industry it's that the person that is paying for it controls alot of the project. Like it or hate it (most of us hate it by the way) but you're vastly down playing the restrictions publishers and investors can place on a development team. I've seen titles go completely unfinished simply because whoever had the funds changed their minds or lost faith in the project. If the publisher, who is paying for the project and paying your salary, says "keep it to X amount" or "only do this" or the classic "we're shipping this title in March no matter what" you can make a strong case, fight and scream... but at the end of the day it's who controls the money flow that has the final call. This is why some games are forced to ship before their ready which ultimately causes much more problems than solutions for both the developer and the publisher. But that's another discussion for another day!
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Original post by facher83And last but not least, sampled music and effects, while they are technical abilities now available, it doesn't change the layout of the music... you can still write the same, and function the same as before. For example, a Halo game on 480p will not have very much difference in execution/gameplay than Halo running at 720p. While the graphics might be better, the gameplay execution hasn't changed in itself.
Music, and sound, can only be changed to a certain degree. At least with today's technology. If you're not looking for interactivity, higher quality, in-game generation and environmental changes, then what ARE you looking for? Remember how layers of the music would drop out when SFX were called back in NES? The number of voices has increased to prevent this from happening. You keep saying the way music is implemented hasn't changed much since the 8-bit days, but you're so very wrong. I think what you're forgetting to look at is the other audio content that is now in game. Remember how each action only had ONE sfx in NES games. Every jump was exactly the same. Every bullet fired was the same. Not anymore. There is so much more audio in games that it has allowed music to changed from a continuous element in the background (in an attempt to hide, substitute or cover the lack of audio ambiance) to more of a cue function. I think the way soundtracks have been implemented has changed over the years.
It's funny because graphics really have changed in 30 years either. They've just increased vastly in quality. We're not playing with holograms (God, I can't wait for that day!). We're not stepping into completely virtual 3D environments. Graphics, at it's basic level, is still a 2D collection of pixels being shown on a flat surface... or in other words a TV. You keep talking about this radical change, but I don't think you see that other elements of video games haven't made this HUGE jump either. They've just increased in quality and complexity. So again, what are you looking for here?
Another point: people still listen to music the same way they've done for over 200 years. Has the technology and fidelity changed? Oh you bet! But people still listen to music very much in the same manner.
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Original post by facher83In comparison, having samples A) Doesn't make you a better soundtrack and B) doesn't change the way you can implement the soundtrack. Hence many NES/SNES soundtracks are still/more thematic and characteristic than new soundtracks.
The samples used or how you implement the soundtrack don't necessarily lead to a better, or more characteristic soundtrack. You're comments are quite broad and very presumptive. I could write terrible music using MIDI, implement just as was common back in the 8-bit days and still end up with a terrible soundtrack. I agree with you that having better samples doesn't automatically make a better soundtrack. It's the quality of the music that makes a good soundtrack. This can be achieved with MIDI, or high quality samples, having static music (i.e music that just plays and loops continuously in the background) or music that is highly interactive.
[Edited by - nsmadsen on May 7, 2009 1:52:12 PM]