TONE
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I one time saw a Youtube video that had this scene.
But it was set to like ten different songs (I think it was called 10 songs one scene):
The original above.
A few dramatic orchestral stuff
Some rock/country songs that had something appropriate to do with the scene.
At least one classical tune (Maybe In The Hall Of The Mountain King).
And, "Head under water, and you tell me to breathe easy for awhile" (which looking at the video, made me laugh)
So, rather than just picking a song that goes with the scene, the choice can be altered to give a more interesting atmosphere. Thoughts?
But it was set to like ten different songs (I think it was called 10 songs one scene):
The original above.
A few dramatic orchestral stuff
Some rock/country songs that had something appropriate to do with the scene.
At least one classical tune (Maybe In The Hall Of The Mountain King).
And, "Head under water, and you tell me to breathe easy for awhile" (which looking at the video, made me laugh)
So, rather than just picking a song that goes with the scene, the choice can be altered to give a more interesting atmosphere. Thoughts?
you mean giving the player the option of choosing one of various songs to go with a scene? idk, I think it depends how serious the game takes itself, cause some players would certainly try to turn every scene into a comedy or something that has zero relation with the general setting
If you could choose your own music or change the mood during a movie wouldn't that ruin what the director intended? I don't see the appeal here.
author=Kentz
you mean giving the player the option of choosing one of various songs to go with a scene? idk, I think it depends how serious the game takes itself, cause some players would certainly try to turn every scene into a comedy or something that has zero relation with the general setting
No, I mean... Given a scene, you (the creator, not the player) can either go with the most obvious choice (here, a perky upbeat song), or can make another call. Yeah, I wasn't clear.
Have you ever made a music choice, that you felt was off, and you just tried like six or seven different songs until you narrowed it down to two? Which one did you choose? This choice affects the tone of the event/battle/etc. You don't believe me, try switching a dungeon theme for a temple theme. You'll start looking for angel statues to save your game at.
A goblin battle, for instance, I could easily do some sort of cave/mountain song. This would be ideal for a serious game, since goblins typically hang out in mountains/caves.
If, however, I was going for a game with a decidedly less serious side, I'd choose something like this as instrumental.
http://www.youtube.com/watch?v=1xAAGh-3sw0
It has goblins.
During a puzzle thing, you can either go with fast "riddle" music, or downbeat "tense" music.
Or this.
And I have at least four choices for a snow climate song.
then it would be mostly played for laughs. cause as you said, if you play through a dungeon to a temple theme you're gonna start searching for angel statues. it wouldn't actually feel like you're playing through a dungeon. the only way I can imagine this working is if it really doesn't have a serious side
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
So what you are saying is
music can be used to set different moods
...Well, you are not wrong. That is indeed the purpose of music. But I'm not sure how much deeper this discussion can go without some more specific direction. Or maybe it's just that I'm terrible at music? I'm not really a music guy, and tend to just set everything to bangin' 80s rock to make my game feel totally metal.
music can be used to set different moods
...Well, you are not wrong. That is indeed the purpose of music. But I'm not sure how much deeper this discussion can go without some more specific direction. Or maybe it's just that I'm terrible at music? I'm not really a music guy, and tend to just set everything to bangin' 80s rock to make my game feel totally metal.
author=LockeZ
So what you are saying is
music can be used to set different moods
Yes.
Letting people pick music only works for a Chrono Trigger piano man thing.
I'm almost sorry I started this thread. People immediately assumed I was talking about making some sort of system to let the character pick their music. And then I've so little input, I have no idea where I'm going with this. Discuss musical tone in RPGs. Do it now...
Lol, I totally agree that music can dramatically change the way you perceive a scene. I've tried different methods when working on my game. The first being I listen to a song in my music folder that has words that carry the same feeling in the music and then I try to find an instrumental (not of the song itself but an instrumental in general) that stirs the same kind of emotion I want to portray in the game as I'm making the scene. This way I feel what I want others to feel. Hmm.
The second is a complete oxymoron to what I just said. I make the scene based solely on how I want it to feel with no music. I keep going till I feel what I want to feel from it without the music. Then I layer the music with it to push that feeling to the "max." Both seem to work. Not too sure why.
The second is a complete oxymoron to what I just said. I make the scene based solely on how I want it to feel with no music. I keep going till I feel what I want to feel from it without the music. Then I layer the music with it to push that feeling to the "max." Both seem to work. Not too sure why.
Here's another question.
http://www.youtube.com/watch?v=-qy1GLPOtmY
Times when dead silence suits the tone better than any music (note the feather fall, right from 9:54 to about 10:13)?
And also, using sustained sound...
http://www.youtube.com/watch?v=-qy1GLPOtmY
Times when dead silence suits the tone better than any music (note the feather fall, right from 9:54 to about 10:13)?
And also, using sustained sound...
To be honest I'm not even sure what you're asking lol.
But the thoughts on what you posted are...
The break in silence from 9:54 to 10:13 to me from the perspective as the designer is to give the player a chance to process what just happened and to reset whatever emotional state they are in. Kind of like blanking the slate. In this scene to me seems like it really drives home the word hope based on Squall's experiences. Had they had music playing maybe my thoughts would't have had time to move through all the images I had just seen and maybe I would be thinking something else, dunno hard to say since I have seen it already...
For sustained sound I think it is useful for adding shock/awe to something that has happened or is happening. It helps to build up the moment, almost like it is synchronizing the player to the event. Like the heartbeat used in a lot of games.
But the thoughts on what you posted are...
The break in silence from 9:54 to 10:13 to me from the perspective as the designer is to give the player a chance to process what just happened and to reset whatever emotional state they are in. Kind of like blanking the slate. In this scene to me seems like it really drives home the word hope based on Squall's experiences. Had they had music playing maybe my thoughts would't have had time to move through all the images I had just seen and maybe I would be thinking something else, dunno hard to say since I have seen it already...
For sustained sound I think it is useful for adding shock/awe to something that has happened or is happening. It helps to build up the moment, almost like it is synchronizing the player to the event. Like the heartbeat used in a lot of games.
I totally understand what you mean about using music to set the tone. I am a little confused as to what you are asking, especially since your initial post ended with a comment, and not a question.
I have played a number of RPG maker games where the developer uses music in an attempt to set a tone, but it doesn't exactly work. Then again, it doesn't work in my opinion. You have a style or sense of music that is widely received by the masses, and you have music that fits in a less stereotypical way.
For example, I was playing a game in particular where you come to a village where the men had been captured and taken away. I, initially, would expect music at this point to be remorseful, not tense or overbearing, but quaint enough to give the person a sense that hardship has befallen the town.
Ironically, the music for this particular town was upbeat, almost cheerful! I immediately caught hold of this and thought, "Seriously? This is the mood that the developer wants to evoke in the player?" But after thinking, I wondered if the cheerful mood was more a guise - Since people are being taken, they want the town to appear alright and in good spirits. Voila, another reason to use that piece of music.
I personally love the use of silenece in videogames, primarily because you DON'T ALWAYS NEED IT. I am working on a game where the MC has a deep, indepth conversation with a close friend of his that brings to light hardships and heartache from their past. The only thing sustaining this conversation is the crackling of fire and ambiance from the forest (another auditory tool that, at times, fares better for a scene than music). I agree with kindred when he says that silence is a way for the player to remove all images and focus on the dialogue and how it sets the atmosphere, rather than dialogue + music.
For me, sustains are multi-purposeful. Again, it all depends on the mood. I love using them for suspenseful, and really tense moments. The more suspenseful, the more erratic I may want the notes to seem (using tremolo in strings for example). The waterphone is a great example of that. Yet, sustains can also mean tranquility. Here is a piece that uses a waterphone to evoke awe, and not to induce a sense of horror:
The Frozen Cathedral
It comes in at about 45 seconds. Yes, it is not sustained, but here its effects were used for an alternate purpose.
I have played a number of RPG maker games where the developer uses music in an attempt to set a tone, but it doesn't exactly work. Then again, it doesn't work in my opinion. You have a style or sense of music that is widely received by the masses, and you have music that fits in a less stereotypical way.
For example, I was playing a game in particular where you come to a village where the men had been captured and taken away. I, initially, would expect music at this point to be remorseful, not tense or overbearing, but quaint enough to give the person a sense that hardship has befallen the town.
Ironically, the music for this particular town was upbeat, almost cheerful! I immediately caught hold of this and thought, "Seriously? This is the mood that the developer wants to evoke in the player?" But after thinking, I wondered if the cheerful mood was more a guise - Since people are being taken, they want the town to appear alright and in good spirits. Voila, another reason to use that piece of music.
I personally love the use of silenece in videogames, primarily because you DON'T ALWAYS NEED IT. I am working on a game where the MC has a deep, indepth conversation with a close friend of his that brings to light hardships and heartache from their past. The only thing sustaining this conversation is the crackling of fire and ambiance from the forest (another auditory tool that, at times, fares better for a scene than music). I agree with kindred when he says that silence is a way for the player to remove all images and focus on the dialogue and how it sets the atmosphere, rather than dialogue + music.
For me, sustains are multi-purposeful. Again, it all depends on the mood. I love using them for suspenseful, and really tense moments. The more suspenseful, the more erratic I may want the notes to seem (using tremolo in strings for example). The waterphone is a great example of that. Yet, sustains can also mean tranquility. Here is a piece that uses a waterphone to evoke awe, and not to induce a sense of horror:
The Frozen Cathedral
It comes in at about 45 seconds. Yes, it is not sustained, but here its effects were used for an alternate purpose.
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