Author Topic: The thinking behind Planeshift's music?  (Read 3124 times)

Eagel

  • Hydlaa Resident
  • *
  • Posts: 145
    • View Profile
    • Eagel's site
Re: The thinking behind Planeshift's music?
« Reply #30 on: October 26, 2006, 12:24:47 am »
Ive forgot how the music sounds it got so annoying i took it off and now listen to my own.

Music in PS is very nice, but after a couple of hours it may sound a little annoying...
Like Gharin I also turned off the music sounds, but I'm playing with an Internet Radio on background: Radio Rivendell
Yes... Radio Rivendell, you read well.
I found it on mi VideoLanClient (VLC for linux) at http://88.191.11.123:8765 and I don't know if it works on win. BTB the site is www.radiorivendell.com

I must to say that sometimes I seek the ogg files into PS's folders and listen them... because actually they're good.

*EDIT: Please, sorry if I make a mistake posting external sites. It's not my intention to dishonor PS site.
« Last Edit: October 26, 2006, 12:27:14 am by Eagel »

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
Re: The thinking behind Planeshift's music?
« Reply #31 on: October 26, 2006, 01:30:00 am »
Medieval music is thin though... these songs would have been performed by only a small number of travelling musicians, not a full orchestra complete with a drum machine and amplified piano.  They most they would have had would have been a hand-operated organ that required two people just to work the pumps.
Quote from: Raa
Immaturity is FTW.

Gundam Shimmabuku

  • Wayfarer
  • *
  • Posts: 8
    • View Profile
Re: The thinking behind Planeshift's music?
« Reply #32 on: October 26, 2006, 03:13:45 am »
Well I guess my question is: are we going for music to provide realism, or to set the mood?
In MY opinion, realism isnt too important when it comes to music. Maybe a drumset is taking it a bit far,but fitting to the mood of the game is more importans, in my opinion, than going for realism.
Take Guild Wars for example. You can have seige tutrles (Huge turtles with cannons on their back) on your team. Now This is COMPLETELY rediculus, but it really helps to make the game fun

Or take Battlefield 2142.
They have these "drop pods" that are a substitute for parachutes. Pretty unrealistic, but It really helps set the mood.

People dont want really soft, and hard to connect the sound to the game-type-music. Even if it is realistic. I think that truthfully, people wont play the game for the music. But the music helps set the mood, the feeling of the game, that will draw them back to play again.

Of course, there is always the option of having a jukebox that lets you decide what music to play, but thats for another place, and another time.
<a href="http://photobucket.com/" target="_blank"><img src="http://i22.photobucket.com/albums/b310/GunnerX/SadSoldier.jpg" border="0" alt="Photobucket - Video and Image Hosting"></We
"You will not be punished for your anger. You will be punished by your anger...

bilbous

  • Guest
Re: The thinking behind Planeshift's music?
« Reply #33 on: October 26, 2006, 03:19:13 am »
Well you could just program some period appropriate music if you can find it as it is all public domain now.

zanzibar

  • Forum Legend
  • *
  • Posts: 6523
    • View Profile
Re: The thinking behind Planeshift's music?
« Reply #34 on: October 26, 2006, 05:09:14 am »
Oh trust me, there is a lot of authentic classical music and authentic medieval music which is anything but soft.
Quote from: Raa
Immaturity is FTW.