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From:
Bryan Finoki
To:
'esymons@BlitzGames.com' ,
Date:
Mon, 23 Sep 2002 12:08:00 -0700
Subject:
RE: [idm] [OT]: videogames.
Msg-Id:
<73E1A4BD6275D411907000508B95B0D4061041AE@orwell-bu.lucasarts.com>
Mbox:
idm.0209.gz
I am less interested in game audio as 'soundtrack' as I am more interested in using the soundtrack for creating more adaptive interfaces in games. With the exception of a few games who's gameplay is primarily driven by a musical interfaces (REZ), I think game design in general is not taking advantage of audio beyond its complaisant role, and unfortunately audio is boiling down to two things: sound id's for objects and things in worlds, and simple background music (which gets annoying the same way a lot of banal movie soundtrack does in that it is constantly triggers predictable responses for us and spoils the movie instead). Audio in games I feel are not taking advantage of the possibilities of sound serving as the main navigational tool. Rez is a cool game but the interface with sound makes that game more a duplication of a musical instruments in games, rather than making the soundtrack in cinema an interactive element through virtuality. Partly the problem is the lack of technology for the average gamer, with speakers and 5.1, the industry itself is not at a point with the consumers in order to really push sound beyond desktop speakers, television outputs and headphones, into something of a greater environmental listening experience. But there is alot more to be done with audio in gameplay, where audio can drive gameplay without being becoming a dominating interface itself, where sound and camera can be linked to exploit the user's control of the environment, where the physical world (the geometry itself, the level design, other characters) is altered through music, rather than just mimicking more passive roles like the user faces in cinema. Soundtrack in games is interesting, and definitely becoming another avenue for IDM, however, IDM here can serve a larger role, not of just making the music more accessible to the public through games, but also be a force in evolving audio as something to engage and manipulate the environement - interacting with the music in ways only games can really allow. Using music for players to radically reconstruct their worlds, over and over. A way of making games infinitely replayable. I am interested in researching audio to make video games accessible to the blind. And I think the relationship between audio and environment is a link that can be tapped and utilized for all gamers. b. -----Original Message----- From: Eddie Symons [mailto:esymons@BlitzGames.com] Sent: Monday, September 23, 2002 1:21 AM To: idm@hyperreal.org Subject: Re: [idm] [OT]: videogames. IDM stuff has been involved with games a little. I seem to remember Warp having loads of stuff used in a game called HardWar? No original tracks though just licenced stuff. When I was working on 'Music2000' (music creation type thing) for playstation, we almost got Aphex Twin to write a track for us. Originally we were just going to licence Windowlicker, and do our own version of it in music2000, but when Richard found out about it, he was really interested and wanted to do a brand new track himself. Unfortunately, the only code we could get him at the time was bugged to fuck, so he couldn't be arsed. Incidentally, Horse Opera was lead tester on the prequel 'Music' on psone. I know a few guys whos day job is writing music for videogames, who are also pretty well known idm artists... Just a shame they don't get to do their own thing for game soundtracks, they usually work to designers requirements, which doesn't give them much freedom. You do hear little bits sneaking in here and there though. Eddie --- Date: Sun, 22 Sep 2002 12:17:08 -0400 To: evan shamoon <giantmech@hotmail.com> From: Aaron D Meyers <adm226@nyu.edu> Cc: idm@hyperreal.org Subject: Re: [idm] [OT]: videogames. Message-ID: <37ea4537d340.37d34037ea45@homemail.nyu.edu> I may be jumping the gun here, but I would say that Metroid Prime looks poised to be the IDMest game of the year. I'm also a big fan of the Wipeout series, but I don't have a Playstation anymore so I was forced to switch over to ExtremeG3 for my ridiculously fast futuristic racing game fix. Now, can someone explain why they aren't lining up top-tier IDM artists for the soundtracks to these games? I guess for some people, the Ministry of Sound soundtrack on EG3 is pretty exciting, but come on now... what if Autechre were to write some generative tracks that react to some things happening on the screen? Yes, that's right, it'd be rad. I've never tried it, but now that I think about it, Plaid does seem like a logical choice to accompany Super Monkey Ball. You should really upgrade to Super Monkey Ball 2. They have really improved their formula for rad little games with monkeys in little balls... and they have Monkey Baseball now too! And the story in the single player game is the most delightfully retarded thing I've ever experienced on a television screen. -Aaron Confidentiality and Disclaimer of liability for the content of the message. "This email and any attachments is confidential and are for the intended addressee only. If you have received it in error, you must not use, disclose, copy, retain, disseminate or otherwise deal with it. If you have received this email in error please notify the sender by return email and delete it from your system. 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